Forums > Jitter

jit-ogre for max 5

March 21, 2009 | 2:19 am

just in case this gets lost in the original thread:

http://www.cycling74.com/forums/index.php?t=msg&&th=29952&goto=124155#msg_168555

http://www.jitogre.org

please reply to this thread for max 5 jit-ogre questions.

thanks.
-rob


March 21, 2009 | 11:22 pm

I’ve looked through your videos of how to get this going and so far, no luck. I’m just getting the "error retreiving window pointer", I scrolled through after closing the patch, and that was the only error. Anything else I should be trying to get señor ninja to show up?

Thanks, Ian


March 22, 2009 | 1:47 am

sounds like you are still using the old version. did you download the new version from the jitogre wiki (linked above)? make sure you remove the old one, if it’s still in your max search path.

which reminds me. there will probably be an error or three that shows up in the max window when you rebuild contexts. prolly safe to ignore them…


March 27, 2009 | 8:24 am

Right you are! Works fine now. Off to play…


March 31, 2009 | 8:25 pm

hi -

I downloaded the new version of jit.ogre but can’t get it to run – the Max window complains "rr.gl.ogre: No such object".

I assume this has something to do with the fact that when the jitogre_max5_mac.dmg installer is mounted, it contains a folder called "rr.gl.ogre.mxo" (instead of a Max external object with that name).

Any suggestions?

pH


March 31, 2009 | 9:43 pm

an external is a folder (technically called a bundle).

just copy the .mxo bundle to your max file path and it should work fine.


April 1, 2009 | 5:19 pm

many thanks to dev.sim for providing us with a new tutorial video detailing the process of exporting models from maya with animations. mac specific but process is very similar on windows.

look forward to possible jit-ogre integration with the next release of gl lo-ryder.

check video here:
Maya to Ogre export tutorial

also, from a previous post of dev.sim, the maya 2008 exporter:

Quote:
http://ctrl.dreamhosters.com/lo-ryder/ogreMayaExporter2008-OSX.zip

This contains the (fixed) Maya 2008 ogre exporter & mel scripts + the right version of ogre.Framework to run it with. (Downloaded it from the TrickyFly guy who maintains Eihort).


April 6, 2009 | 7:30 am

> an external is a folder (technically called a bundle).
>
>just copy the .mxo bundle to your max file path and it should work fine.

Except it doesn’t, which is of course why I posted in the first place.

I do understand that externals are actually folders; I was just guessing that since every single other external shows up as a file, the problem might have something to do with the fact that rr.gl.ogre shows up as a plain vanilla folder.

It’s in my max file path, but as I said, the Max window reports "no such object". Any idea why? And is anyone else having this problem?


May 27, 2009 | 7:28 am

I too am seeing this problem. Were you able to find a solution?

Thanks,
David


May 27, 2009 | 5:54 pm

no idea what this is all about.

i’ve attached a zip of the external. maybe that will help?


May 27, 2009 | 9:27 pm

Hey Rob,
Nope same problem. Just to clarify what I am seeing here’s a screen shot. The external appears as a folder in the directory with a folder icon, and Max can’t load it. This is on a mac, 10.5.6, if that info helps.

Thanks,
David


May 27, 2009 | 11:13 pm

maybe moving it around from one drive to another will help.

also, found this online

Quote:
it would seem that they loose the bundle bit in the transfer process.

install the developer tools (they are on the leopard install DVD) and run the command

setFile -a -B path/to/bundle-file

this should set the bundle bit back to what it ought to be.

If you don’t want to install the whole developer tool package you can install just the setFile command using Pacifist.

also, removing the extension, and then re-adding.

very strange. sorry i can’t be of further help.


May 27, 2009 | 11:56 pm

Strange indeed. The setFile command just gave me errors, so I downloaded the file again onto my Mac Pro (have been using a MBP), and what do ya know…the external is there as an external. Copied it over to my MBP…switches to a folder. I don’t get it. Perhaps time to do some maintenance on my MBP.

Thanks for your help with this.

Cheers,
David


May 27, 2009 | 11:57 pm

oh and I should add…when I view my MBP drive from my mac pro…it appears as an external. go figure.

David


May 28, 2009 | 12:47 am

I now have the external loading (yeah), but max crashes as soon as I turn on the metro (boo). The last line of the ogre log states:

17:36:36: OGRE EXCEPTION(7:InternalErrorException): Could not load dynamic library Plugin_CgProgramManager. System Error: Unknown Error in DynLib::load at /Volumes/LaCie/mac_dev/ogre/Mac/Ogre/../../OgreMain/src/OgreDynLib.cpp (line 80)

Does this mean it’s pointing to file that exists on your drive ;)

I’ve also uploaded a crashlog if that’s any help. This is my first time using ogre (seeing if it will work for an upcoming project) and so am watching the tutorial videos as I get these crashes.

Please feel free to point me elsewhere for more info.

Thanks,
David


May 28, 2009 | 12:53 am

glad you’re making progress.

perhaps a permission repair from disk utility is in order on the laptop.

did you see this line from the readme?
"You may also need to copy the Cg.framework into /Library/Frameworks, if it doesn’t already exist there."

check the frameworks there and if that fixes it.


May 28, 2009 | 12:54 am

Might be more helpful to give you the contents of the entire log file:

17:53:30: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
17:53:30: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi
17:53:30: DDS codec registering
17:53:30: Registering ResourceManager for type HighLevelGpuProgram
17:53:30: Registering ResourceManager for type Compositor
17:53:30: MovableObjectFactory for type ‘Entity’ registered.
17:53:30: MovableObjectFactory for type ‘Light’ registered.
17:53:30: MovableObjectFactory for type ‘BillboardSet’ registered.
17:53:30: MovableObjectFactory for type ‘ManualObject’ registered.
17:53:30: MovableObjectFactory for type ‘BillboardChain’ registered.
17:53:30: MovableObjectFactory for type ‘RibbonTrail’ registered.
17:53:30: *-*-* OGRE Initialising
17:53:30: *-*-* Version 1.6.0 (Shoggoth)
17:53:30: Loading library RenderSystem_GL
17:53:30: Installing plugin: GL RenderSystem
17:53:30: OpenGL Rendering Subsystem created.
17:53:30: Plugin successfully installed
17:53:30: Loading library Plugin_OctreeSceneManager
17:53:30: Installing plugin: Octree & Terrain Scene Manager
17:53:30: Plugin successfully installed
17:53:30: Loading library Plugin_CgProgramManager
17:53:30: OGRE EXCEPTION(7:InternalErrorException): Could not load dynamic library Plugin_CgProgramManager. System Error: Unknown Error in DynLib::load at /Volumes/LaCie/mac_dev/ogre/Mac/Ogre/../../OgreMain/src/OgreDynLib.cpp (line 80)


May 28, 2009 | 12:58 am
robtherich wrote on Wed, 27 May 2009 18:53
glad you’re making progress.

perhaps a permission repair from disk utility is in order on the laptop.

did you see this line from the readme?
"You may also need to copy the Cg.framework into /Library/Frameworks, if it doesn’t already exist there."

check the frameworks there and if that fixes it.

I did, and there was (don’t know why) … so I replaced it and works fine. I’m getting other errors now, but I’m sure that will work itself out once I know what the heck I’m doing.

Thanks again,
David


May 28, 2009 | 1:06 am

cool. feel free to ask away here, or send to support@jitogre.org

unfortunately, the wiki is a bit outdated and most of the documentation is in video form, but should get you started.


May 28, 2009 | 4:49 am

Cool. Well…I’ll go ahead and ask away here just in case it helps someone else.

1. Do you still need to convert your mesh files into non-binary xml? Since the converter wasn’t included in the installer, I just wanted to check. The person I am working with on the model side exported a simple cylinder with texture from 3d studio max using the ogremax plugin. However I’m getting:
error: there is a problem with your material file
and want to help him track down (if its me or the conversion).

2. When I load some of the demo meshes, e.g. the default help file mesh zombie_small.mesh, I first get this error:
jit.gl.render: building GL on window "ogre"…
global draw end: : GL Error: Invalid enumeration

Any idea what the error is?

The ninja has been quite fun to play with! Thanks for providing this external. Very cool!

David


May 28, 2009 | 6:46 pm

no need to convert to xml to load in the external. the converter is only for seeing the actual data that is in the binary file.

the first place to look for more information regarding errors is the ogre.log file (make sure you first load the mesh which causes the error, then close the patch. that way the file will be unlocked and contain the relevant information).

for kicks, send me your .mesh and .material files that were exported, and i’ll take a look.

the invalid enumeration error can be safely ignored (i think).


May 29, 2009 | 3:24 am

hey david. posting here in case this helps others.

your .material file is just a text file, and can be opened with any text editor. looking at yours, all it contains is a comment that says Unsupported material. this means that your exporter was not able to export your material properly from 3dmax. you will have to check the ogre artists/modelers forum for help with that.

this is not a huge deal, because the mesh still loads fine with the default flat white material. the reason you can’t see it is because the cylinder itself is actually quite big (or rather the default jitter gl camera position is quite close). if you scale it down to 0.1 or so, you will see the mesh with the flat white material.

hope this helps.
-rob


May 29, 2009 | 3:29 am

Hey Rob,
Thanks for your help with this.
That’s pretty funny wrt the materials file…I could have sworn I had tried to open it and saw nothing but binary jibberish…but alas there it is. And I should have been more clear…I’ve loaded the mesh fine, even added other textures to it…it just wasn’t loading the texture it came with.

Thanks again for your help with this. I think I now know enough to be dangerous and will check with my modeler on fixing the export issues.

Cheers,
David


June 2, 2009 | 7:01 pm

Hey Rob,
OK, makin’ progress! I think…

So what we are trying to do is load in a big freakin’ model of the interior and exterior of the car that is created in 3d Studio Max. To get to this point we’ve been doing a bunch of tests getting to more and more complex geometry, starting with cylinders, then to spheres with chimneys, then a horse…all with good results. Still having some issues with some materials (mainly procedural textures vs. image files), but that’s a question for a different forum. I have a couple of other questions that might be related to here? If not, a nudge in the right direction would be great.

1. First: if my directory contains as huge number of material files, I get a stack overflow when clicking the "get_material_list". It varies, but points usually to the inlet of the subpatcher making the menu or an object inside, which usually means it’s having issues completing a task in a given amount of time. No amount of defers/deferlows seem to cure the problem, so was wondering if generating the menus needs to be deferred within the rr.gl.ogre object? Certainly not a big deal at the moment since the mesh files all point to the appropriate texture (or lack thereof).

2. Second, and this is where I might need a shove to find more info. I now have 35+ mesh files, which all together draw the 3D model of the car…separately not so exciting. I remember in a past life working with a modeler who dealt with scene graphs that showed how everything is assembled. Is there something analogous in ogre? or is there an external app that stitches together all these meshes into one ubermesh? Again…might be a bit OT for the jitter list, so please say so if it is.

3. I love playing with these complex models and seeing that my CPU % never gets above 10%! But clearly that because the GPU is doing all the heavy lifting. Is there a utility you would recommend for monitoring GPU usage on a mac?

Thanks again for all your help with this.

Cheers,
David


June 2, 2009 | 7:08 pm
David Beaudry wrote on Tue, 02 June 2009 13:01

2. Second, and this is where I might need a shove to find more info. I now have 35+ mesh files, which all together draw the 3D model of the car…separately not so exciting. I remember in a past life working with a modeler who dealt with scene graphs that showed how everything is assembled. Is there something analogous in ogre? or is there an external app that stitches together all these meshes into one ubermesh? Again…might be a bit OT for the jitter list, so please say so if it is.

Hey…perhaps that’s what the .scene file is for! drrrr. OK, I need to read up on this more.

David


June 3, 2009 | 12:55 am

hey david, glad to hear you’re finding this useful.

David Beaudry wrote on Tue, 02 June 2009 13:01
Still having some issues with some materials (mainly procedural textures vs. image files)

yeah, that’s all dependent on the exporter. if it wants to create a nice material file for you or not. generally, procedural textures made in a modeler, must be baked to a texture and texture mapped to a model for real-time export.

Quote:
1. First: if my directory contains as huge number of material files, I get a stack overflow when clicking the "get_material_list".

No idea about this, but i’ll take a look at some point. it should just be sending out a list, so perhaps the problem is in the help-patch, not the external.

Quote:
2. Second, and this is where I might need a shove to find more info. I now have 35+ mesh files, which all together draw the 3D model of the car…separately not so exciting. I remember in a past life working with a modeler who dealt with scene graphs that showed how everything is assembled. Is there something analogous in ogre? or is there an external app that stitches together all these meshes into one ubermesh? Again…might be a bit OT for the jitter list, so please say so if it is.

yeah, ogre has what are called scene-nodes for building complex hierarchy. unfortunately jit-ogre does not expose much of this. you can however parent objects together with @parent, but you have limited control over how each mesh concats it’s local transformations with it’s parent transformations. might be enough for your needs. hope to expose more of this in the future.

Quote:
3. I love playing with these complex models and seeing that my CPU % never gets above 10%! But clearly that because the GPU is doing all the heavy lifting. Is there a utility you would recommend for monitoring GPU usage on a mac?

i generally just stick with the fpsgui. if fps is low and cpu usage is low, then most likely a problem with the gpu. i’m sure there are better tools though…

os x Developer folder has an app called OpenGL Profiler.

oh, and re: .scene files (dotscene). dotscene is great for quickly exporting a bunch of stuff in place from a modeler. there are no built in dotscene features for jitogre, but it’s just an xml file, so easy to parse the information out of yourself using regexp or whatever. that’s what i’ve done in the past with not much trouble.


June 3, 2009 | 1:15 am
robtherich wrote on Tue, 02 June 2009 18:55
Quote:
1. First: if my directory contains as huge number of material files, I get a stack overflow when clicking the "get_material_list".

No idea about this, but i’ll take a look at some point. it should just be sending out a list, so perhaps the problem is in the help-patch, not the external.

yeah…it’s not the external. Sorry about that. It’s a problem dealing more with Max’s program settings (e.g. scheduler, etc.). It’s just not happy about parsing a list of 95 elements and putting them into a menu in a given allotment of time, is my guess. I’ve seen this a lot in my show control software which is usually fixed by strategic (?) placement of deferlows.

Quote:
yeah, ogre has what are called scene-nodes for building complex hierarchy. unfortunately jit-ogre does not expose much of this. you can however parent objects together with @parent, but you have limited control over how each mesh concats it’s local transformations with it’s parent transformations. might be enough for your needs. hope to expose more of this in the future.

In your work have you hit a limit of the number of jit-ogre objects you can load? Just curious. I’m sure it’s all GPU-dependent.

Thanks again,
David


June 4, 2009 | 5:47 pm
David Beaudry wrote on Tue, 02 June 2009 19:15
In your work have you hit a limit of the number of jit-ogre objects you can load? Just curious. I’m sure it’s all GPU-dependent.

no real limit that i’m aware of. i had one patch that had 500 or so of the fish meshes controlled by a jit.boids3d. i had to actually iterate through the boids matrix and use a poly~ for gl.ogre, because gl.ogre doesn’t play nice with gl.multiple (at this time). so i think that was the bottleneck more than the gpu.


June 4, 2010 | 9:19 am

Hello all

i have got the same problem as David Beaudry, the external is a folder, when look on other computers it is a external, i am also on a mbp

(‘Hey Rob,
Nope same problem. Just to clarify what I am seeing here’s a screen shot. The external appears as a folder in the directory with a folder icon, and Max can’t load it. This is on a mac, 10.5.6, if that info helps.

Thanks,
David’)

i am using 10.5.7 osx
and max 5.1.4

does anyone known what David did to make it work? or any ideas?

thanks Ben


June 4, 2010 | 5:26 pm

actually, i think i know the problem.
sometime this weekend i will try and fix this up.
stay tuned…


June 8, 2010 | 8:16 am

Hi Rob

did you have any success? anything i can help with?

cheers Ben


June 9, 2010 | 4:33 am

hi ben and anyone else.
please give the attached file a try.

unfortunately, this version requires an updated ogre framework.
you can download that here:

http://jitogre.org/Ogre.framework-1.6.2.zip

place this framework in /Library/Frameworks, or in the max 5 application bundle frameworks folder.
see the readme in the jit-ogre disk image for more info.

please let me know if this works for you.
-rob

Attachments:
  1. rr.gl.ogre.mxo.zip

June 9, 2010 | 9:46 am

Sucsess!
thank you,
some thing to note, when first download it, it did not have the mxo logo on the file, and when tried to use it, it did not work, so what to do is use get info in finder and tell the rr.gl.ogre.mxo that it should open with max. after i did that and logo popped up on the file and worked when max loaded!!

thanks again

Ben


June 24, 2010 | 4:58 pm

hey rob
I’m a windows user (windows 7 64) I tried to install the jit.ogre for a try. I followed your instruction in the readme.txt which are straigh tforward. You mention a bug in the windows release, but I thought that I would be able to start the jig.ogre (even in bebug mode) but I get the following message in the max windows : error 14001 loading external rr.gl.ogre.
I watched the intro tutorial, which is for mac, but do I need to install the ogre framework as well ? or the 5 x .dll + ogre folder should be enough to get it works.
Many thanks for you work and sharing it


June 25, 2010 | 6:52 am

thanks for the interest.
i’ll have to take another look at the windows build when i get a chance.


June 25, 2010 | 12:40 pm

hi Rob.

the bone manuel edit is really cool. I am working with my students with this feature, relating it with possibilities on integrating this on the process of creating interactive/moveable spaces. But it also would be really nice to have it on windows. I tried already with the same problem mentioned above.
Looking forward to hear about the windows version.
thanks a lot,
sandro


June 28, 2010 | 3:11 pm

hello rob/everyone

i am trying to get the erase_color to work on rr.gl.ogre the way it does with other jit.gl object.

ie when you go into -0.1 it does not erase the background,
is it possible to make rr.gl.ogre work in this way or is there a workaround?

i can sort of get it working with reading back the texture, using jit.gl.asyncre and jit.alphablend, but this seems like a plaster for the problem

also i noticed that rr.gl.ogre likes to be the first object to get bangs, if other objects get banged before it they do not display, i what to have lots of object behind my character. i think that this might be linked to the erase_color problem. can anyone help?

thanks Ben


June 29, 2010 | 7:22 pm

hey, can you post a patch?
afaik, erase_color works as expected.
was not aware of issues with bang order. there are however, definitely some issues with layering jit-ogre and normal jitter opengl objects.


June 30, 2010 | 3:20 pm

i might be a layering problem, see what you think, but not sure it would explain the erase_color problem, i have post a patch, but i have also done a little screen video to show the problem that i am having because it might just be my computer, mbp intel 2.8


June 30, 2010 | 3:23 pm

forget to upload

Attachments:
  1. Capture7.mov.zip

June 30, 2010 | 3:25 pm

and the patch, its just the help file with a gridsharp object

thanks ben


August 29, 2010 | 1:51 am

Hi,
I have finally got to the stage where I have some animated models in Maya that I want to test with jit-orge.. only problem is that I have Maya 2009 .. the 8.5 mac exporter does not work with it..( when I try to bring up the exporter plug-in ,I get an error message in Maya that the plug in is for an older version) It seems as though the 2009 version has a different plug-in system then the previous versions.. Does anyone have a solution or a work around.(I am repeating this here.. hoping to find solution..)
Thanks so much


August 31, 2010 | 5:53 pm

unfortunately there is no easy answer.

you can search the ogre forums and see if someone has posted a working version for your OS.
you can post to the forums asking for someone to send you a file.
you can download the source and compile the exporter yourself.

if you have access to windows, you can use the OgreMax exporter:

http://www.ogremax.com/

or you can export your scene to something that blender can use, and export to ogre using blender.
http://www.blender.org/

http://www.ogre3d.org/tikiwiki/Blender+Exporter&structure=Tools

good luck. please let me know if you come up with a solution.


September 4, 2010 | 3:36 am

Thanks for your reply.. I have a computer with me this week so I can carry on with this issue.. Might be able to use Blender but seems one cannot export animations from Maya to Blender.. Many complaints about that issue on line.I have queried the Orge forum & got a reply from someone who had compiled something for 2011 Maya with some code that I could use to compile my own in xcode?.. Problem is I am not much of a programmer.. which is why I love max( although I am beginning to get the idea)..It would be great Rob, since you fixed the 8.5 Mac exporter for Maya if you could look at what it would take to update it to 9.( also you did encourage me to work on jit-orge which I am excited about!) I am wondering if there is something autodesk did when it updated to 9 that changed the exporter plug-in environment?…I have come across others dealing with this issue but no posted solution except for the one that was taken off line..I will continue to try to work this out but I’m going to need some help..Thanks again


September 8, 2010 | 3:01 am

I have looked into xcode and can install it on my machine with Maya.. however I am not clear as to what steps are needed to compile an exporter plug-in that will work the way the one for 8 and 8.5 does for 2009.(is it loaded into the program the same way the 8.5 exporter was from the jit-orge site) Some specific directions would be helpful.. like do I download plug-in source code from the orge site..and then make what changes where? Also what part of xcode is used for compiling this type of program?. I will be happy to try if situation is explained clearly..
Thanks again


February 8, 2011 | 10:04 pm

Hi everyone, I have read through the posts here but I haven´t found a solution to the problem when getting the following error in Max. Error 14001 Loading external rr.gl.ogre. I am running Max under Windows 7. Could anyone explain the process of installing jit.ogre on windows similar to the way they have explained it for Mac? Would be very much appreciated!

Cheers


February 10, 2011 | 7:12 pm

look for updates this week, including a working windows version.


February 11, 2011 | 6:28 pm

Looking forward to trying the windows version. !!!


February 13, 2011 | 1:10 pm

Thanks Robert! I am guessing this update will appear at the jit.ogre wiki site? Can´t wait to get them!


February 17, 2011 | 1:17 am

Ok i’ve finally got the updates and a working windows version.
http://jitogre.org
Mac
Windows

youtube video:

http://www.youtube.com/watch?v=RC8DKNohpGk

if you’re updating the mac version, make sure you replace the old Ogre.framework with the updated one.
if you use the mac maya exporter, make sure you get an update. i’ve got 8.5 and 2008 linked from the site.

as mentioned previously, windows maya/3Dmax users should use the OgreMax exporters.

http://www.ogremax.com/

i’ll be amazed if this works flawlessly, so please send any bug reports my way.


February 17, 2011 | 9:08 am

hello Robert,
Thank you very much!!!
so so so cool !!
cheers
hubert


February 17, 2011 | 9:45 am

Robert this is great, thank you for your help. Really grateful for it!


February 17, 2011 | 2:53 pm

hi Robert!
Thanks so much! Now MaxMSP is not crashing when I click on metro! anyway, I follow all the installing option and I have this errors messages:

Jitter 1.7.0 installed
cosm version: ‘Mad Professor’
rr.gl.ogre: unable to load object bundle executable
2011-02-17 10:47:31.181 MaxMSP[921:207] Error loading /Applications/Max5/Cycling ’74/jitter-externals/rr.gl.ogre.mxo/Contents/MacOS/rr.gl.ogre: dlopen(/Applications/Max5/Cycling ’74/jitter-externals/rr.gl.ogre.mxo/Contents/MacOS/rr.gl.ogre, 262): Library
not loaded: /Library/Frameworks/freetype.framework/Versions/A/freetype
Referenced from: /Users/mijn/Library/Frameworks/Ogre.framework/Versions/1.7.2/Ogre
Reason: image not found
rr.gl.ogre: unable to load object bundle executable
2011-02-17 10:47:34.568 MaxMSP[921:207] Error loading /Applications/Max5/Cycling ’74/jitter-externals/rr.gl.ogre.mxo/Contents/MacOS/rr.gl.ogre: dlopen(/Applications/Max5/Cycling ’74/jitter-externals/rr.gl.ogre.mxo/Contents/MacOS/rr.gl.ogre, 262): Library
not loaded: /Library/Frameworks/freetype.framework/Versions/A/freetype
Referenced from: /Users/mijn/Library/Frameworks/Ogre.framework/Versions/1.7.2/Ogre
Reason: image not found
jit.gl.render: building GL on window "ogre"…

for be sure:

I put on library–>frameworks the 2 folders (ogre.frameworks and Cg.frameworks)
I put on max5 the folder ogre
I put inside jitter externals folder the object rr.gl.ogre and the help file in jitter help folder (i see the video on youtube an dI see you put them in a folder called 3rd party… but i don’t have it)

the only question is where should I put the OgreXMLConverter?

anyway, as see before in the max window messages, seems that max is not able to read the object, freeframe something and so on… maybe is not a bug but is all my fault but I cannot understand how to do it better!
plus, I dont have the mesh of the zombie file for see if the patch works or not (i try the help file and nothing is uploaded)


February 17, 2011 | 4:44 pm

hi Robert, thanx a lot for this really nice work. I played a bit with it trying to link it with the OSC information from OSCeleton/kinect.
Initially I had to find a way to update the joints every time they are changed by kinect. Maybe is too much, but I couldn’t find a more elegant way.
I linked some of the joints of the Osceleton to the joints in the zumbi model.
when running it, I could change the behavior of the joints in the zumbi model, but not coherently.

Is that the right approach?
see patch bellow, adapted from your project.


February 17, 2011 | 4:46 pm

here is the patch:


February 17, 2011 | 5:26 pm

hi martina, thanks for the report.
yup, of course i forgot something.
please take the attached files and place them in /Library/Frameworks

please let me know if that doesn’t fix it.

i’ve updated the dmg with these files, and the installation instructions.


February 17, 2011 | 5:37 pm

hi sandroid, more than likely you want to rotate the bones with the kinect info, not position them.

it looks like the data is some sort of X/Y/Z orientation values. you will have to scale them into proper angles, and then send them to the rotate_bone message.
however rotate_bone expects values in axis-angle format, not euler-xyz, so you will have to convert the euler values to axis-angle.

you can use a jit.gl.handle to do that like in the patch below.

please also note that in the help file, a pak is used, not pack, so you want to group the values as a list before sending to the pak, and not as single values because otherwise there will be much unnecessary message passing.

i would recommend starting with a single bone (like the shoulder) and get that looking like it should before moving on to the others.

– Pasted Max Patch, click to expand. –

February 17, 2011 | 8:38 pm

hi Robert,
I will research to find a way to convert euler values to axis-angle.
related to the pak issue, you mean that I should pak the group of values coming from the OSC before sending to the "pak rotate_bone", right?

thanx a lot for your tips. I will post the results here.

sandroid


February 21, 2011 | 3:06 pm

hi Robert.
talking to Tony Gonçalves (the OSCELETON author), he explained that the data from OSCELETOn are only related to the joints’ position so far. But he will implement the joint rotation feature soon.
This will make things easier, I guess.

sandroid


February 21, 2011 | 6:41 pm

interesting. i don’t think it will work in this case. skeletal animation used by OGRE does not implement Inverse Kinematics, which is what you would need to animate based on positions (meaning if you positioned the wrist bone, the rest of the arm bones would correctly follow the position of the wrist).
please take this all with grain of salt, because i’ve not yet had a chance to work with kinect.


March 1, 2011 | 8:44 pm

Hi!
I’m interested in using jit.ogre with jit.boids3d but am a bit stuck. Is there a basic patch available to look at?

Thanks


March 1, 2011 | 9:41 pm

Hi Rob, very excited about the update.

3 Questions (and concerns):

1. I’m working on a program that affects the position and rotation of an object but I’m passing my models to jit.gl.sketch so I can incorporate gltranslate and glrotate messages (which can be used to easily transform the object RELATIVE to the position and rotation from my object). Is there any way to "fake" this with Ogre? Currently trying to set the name attribute and "drawobject doesn’t work (Max Crashes, can send an error report if this is worth investigating). Otherwise do you think it would be possible to implement these in a way that would make sense? Perhaps Ogre could accept gltranslate and glrotate and apply them in the correct order? (after the conventional position and rotate). Or is there another way you can think of?

2. When I go fullscreen, any animations that are running come to a stop. Bug?

3. rr.gl.ogre doesn’t play nicely with jit.gl.render draw pixels. Patch below to demonstrate.

Thanks again for your work on jit.ogre! It’s really amazing!

– Pasted Max Patch, click to expand. –

March 2, 2011 | 7:23 pm

@hugobox i’ve attached a simple example of using boids and poly~ with ogre.

couple caveats, you must bang the renderer at least once, which initializes ogre, before you can do things like enable animations.

if you want to change the colors individually, you should set @clonemat 1 on gl.ogre objects.


March 2, 2011 | 7:39 pm

@cap10subtext

1- haven’t tried gl.ogre with the gl.sketch drawobject command, but i’m pretty sure that won’t work. gl.ogre needs to draw all it’s objects at one time, can’t really interleave with normal jit.gl objects (at this time).

you may be able to achieve what you want with the parent attribute. you can set a dummy gl.ogre object, and parent other gl.ogre objects to it, allowing you to specify there transforms relative to the dummy parent object.

2 – yeah, going fullscreen or changing the window size currently causes the renderer to rebuild, which re-instantiates the ogre objects. you will have to resend all animation messages after changing window size.

3 – drawpixels is pretty outdated. i would recommend using a gl.videoplane instead. it’s a little tricky to play nicely with ogre, but see if this helps:

– Pasted Max Patch, click to expand. –

March 2, 2011 | 11:00 pm

@Rob

Please repost the patch attachment, it sadly didn’t make it.
Thanks!


March 2, 2011 | 11:26 pm

Hi Rob, Thanks for your reply. Well, perhaps consider it a possible feature request then to add a gltranslate and glrotate as part of the drawing routine to transform relative to the position and rotation messages? Otherwise I can’t seem to get the math right to do a relative transform.

Thanks again.


March 2, 2011 | 11:36 pm

because, sadly i didn’t attach it!
trying again.

Attachments:
  1. polyboidsogre.zip

March 2, 2011 | 11:36 pm

@cap10subtext i’ll see what i can do


March 21, 2011 | 1:05 pm

+ 1 with the request from cap!0subtext. It would help a lot with jit.ogre and artoolkit ported to max.


May 9, 2011 | 10:42 pm

Do you know if it is possible to export a good mesh for jit.ogre from Cinema 4D on Mac? I tried with IOgre exporter plugin but i got many mesh.xml files of my model one for each part of it.
Sorry I need a little help …


May 11, 2011 | 10:12 am

Sorry I didn’t see the OgreXMLConverter that convert from xml to binary mesh files.


July 2, 2011 | 6:52 am

Sandroid – I’m having similar problems getting the kinect data into OGRE – I think I’ve figured out the issue is only being able to set the local rotation (based off the parent bone) rather than world rotation (e.g. via ‘set derived rotation’). Thats if I’ve understood what the derived rotation is correctly.

I think it would be possible to work out each bone’s local rotation by working from the root down, but that seems like far too much work for me, and beyond my ability to debug when it inevitably doesn’t work.

You can now get the rotation values from the kinect using osceleton-puppet (and you can also get them by using polar coordinates between the two points with the 3dcartopol object)


October 5, 2011 | 5:36 pm

Hi

I’m exploring jit.ogre, for a project that i have to do really soon i would like to know, if it’s possible to animate a model of car for giving the impression that the car is rolling.
so i have few questions…

Is it possible to have a model of car whith a nice metallic paint material, and black mirrored glass with jit.ogre?
To have the wheels turning on themselves, and sometime rotate on the side for giving the impression that the car is turning ?
Translating the body of the car with 4 wheel turning on his side?

Thank you so much for your help.


July 3, 2012 | 1:35 pm

Hi Robert ,

I posted to the Jitter forum, but didn’t get any views/responses.

I’d be excited to use jit-ogre with Max6 – I want to control a rigged female character using Kinect data from NI Mate (OSC or MIDI).

I can’t seem to get the jit-ogre help file to work (it can’t find the mseh – I think) –

Does jit-ogre work with Max6?

How do I send jit-ogre messages to "talk to" a rigged model? I am coming from Blender, so I could use Collada (.dae) or .OBJ

e.g. If I get a Kinect input thru NI Mate that is targeting the hand… how do I connect things up to tell jit-ogre to move the hand?

If there is a better way to control a rigged model using any new features in Max6 , I’d be happy to dig into that as an alternative.

Thanks so much for any ideas.

Valentin


July 3, 2012 | 4:19 pm

jit-ogre is max 5 only for the time being. use jit.gl.model with max 6.
i’ll reply to your other thread for the remaining questions.


April 29, 2013 | 7:51 pm

I try rr.gl.ogre.maxhelp and see:
newobj: rr.gl.ogre: No such object

Win7HPx64+Max6.1.2×64


April 29, 2013 | 10:12 pm

as mentioned above, jit-ogre is not compatible with max 6.
use jit.gl.model.


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