Here the patchs:
text part:
http://www.sendspace.com/file/9vjchwbinary part: http://www.sendspace.com/file/tvsoutInstructions: First patch with the text patch as usual (patch -p0 <filename) . Then overwrite the raydium root folder with the folders zipped in the binary.
Important to have installed cal3d system wide.(sudo apt-get install libcal3d-dev)
after that
Code:
make clean
make
and now you can test with:
./odyncomp.sh anim-test1.c
./odyncomp.sh anim-viewer.c paladin.cfg
./odyncomp.sh anim-viewer.c cally.cfg
./odyncomp.sh anim-viewer.c freebeast.cfg
./odyncomp.sh anim-viewer.c geisha.cfg
./odyncomp.sh anim-viewer.c hero.cfg
./odyncomp.sh anim-viewer.c trooper.cfg
I've tested these patches over a new checkout of raydium and works, so it (should) works for everyone...I hope.
FAQ:Why are the animations in data/anims instead of raydium root folder?Cause each animated character is composed of a variable (But sometimes huge) number of files. The 6 characters of the demos are using more than 120 files. Putting all those files in raydium root would be a bad idea. Complex models can have easily more than 200 files.
What are the cfg files?Cal3D is a format file compound of various different files. But the way for loading all those files is "free". For such reason exist the cfg files, for telling the engine (Raydium in this case) which files has to load.
Differences betwen model and instance?The
model is like a template of an animated character. However we can NOT use this template directly in our application. We must create an
instance of the model and that instance will be that one that we can render, locate, rotate...
Also, from an unique model we can have a lot of instances (for example 6 enemy guys in screen would be 6 instances of just 1 model).
Is the doc completed?doc are not fully finished, but even in thiw way it can be used as is. Also I want to do a videotutorial about how to make an animated character soon.
Is there an Cal3D exporter for Blender?Yes. It was hard to find but you can find one in contrib/cal3d-exporter. The content of that folder (without the .svn) has to be copied to the blender plugins folder. However a few rules have to be followed to have a working model in raydium.
Why Cally has a blue leg?No idea...
Hero model is not movingYes, he was just an exporting test, but as he looks fine I let it as example.
The spider is rotatedYep, it was exported in that way... maybe we can fix it, if we locate the original file.
Known problems?Not by itself, but yes when we want to commit into raydium. The current R3S system only can send files to the radyium root folder, but we need the animation files in data/anims/. Even more, an per-extension approach won't work cause the anims folders can have textures and other kind of files. Solutions?
Chronicles of making a "simple" patch...
Making the patch was a hell...
svn diff didn't worked cause of binary files. In SVN IRc chat, the people confirmed that SVN can't suport binary diff and all the alternatives were unusable. Finally they suggested me to change the format of our revision server to GIT, instead of SVN. Again that was useless (I can not change that, obviously).
Finally I had to zip all the folders with binaries and I've deleted a few things manually, but there are repeated things...and the process of deleting inside a zipped file is damn slowwww.
We have to find another way to do this kind of things (with binaries involved).