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  • How to port animation from one skeleton to another?

    - by shawn
    While I need to do this in a Blender3D modeler script, the math should be similar for other modelers or realtime engines. Blender3D specific terminology: Armature = skeleton EditBone = rest pose bone (stores the rest pose matrix) PoseBone = can store a different pose (animation matrix) for each frame of your animation I need to share animations (Blender Actions) between Armatures which have EditBones with same names and which have the same positions, but can have different (rest pose) angles and scales. Plus the Armatures might have different bone hierarchy (bone parenting/ no bone parenting). Why I need this: I've made an importer/exporter for a 3d format for a game. The format doesn't store enough info to connect/parent the bones, which makes posing/animating character models in a 3d modeller nearly impossible (original model files for the 3d modeler don't exist, this is for modding). As there are only 2 character skeleton types in the game, I decided to optionally allow to generate the bone from a hardcoded data in the model importer and undo that in the exporter. This allows to easily pose the model for checking weights, easily create weights, makes it easier for Blender to generate automatic weights and of course makes animating possible. This worked perfectly: the importer optionally generated the Armature itself and the exporter removed those changes, so the exported model works with existing animations in the game. But now I'm writing an importer and exporter for the game's animation format and here come the problems of: Trying to make original animations work in Blender with my "custom" (modified) Armature Trying to make animations created by using the "custom" (modified) Armature work with the original models in the game (and Blender). Constraints or bone snapping inside Blender won't work as they don't care that the bones have different angles in the rest pose, they will still face the same direction. It seems I just need to get the "difference" between the EditBone matrices of all EditBones for the two Armatures somehow and apply that difference to PoseBone matrices of all PoseBones, for all frames of my animation. I need to know how to get that difference and how to apply it. BTW, PoseBone matrices are relative to rest pose, they are by default [1.000000, 0.000000, 0.000000, 0.000000](matrix [row 0]) [0.000000, 1.000000, 0.000000, 0.000000](matrix [row 1]) [0.000000, 0.000000, 1.000000, 0.000000](matrix [row 2]) [0.000000, 0.000000, 0.000000, 1.000000](matrix [row 3]) So the question is: How to get the difference between two bone (EditBone) matrices to apply that difference to the animation matrices (PoseBone matrices)? Please be easy on the matrix math.

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  • Prompt not working when logged in as specific user

    - by Clay
    Hello I am running ubuntu 11.10 and access it via ssh with putty. My problem is that when I log in I get the prompt [email protected]:~$ and my arrow keys do what the y are supposed to. When I try to login in as another user account I made all I get is this as the prompt it never says the directory or anyting $ Also when ever I try to use the left, right, up or down arrow I get a character like this ^[[A Is this a bug in putty or did I just not set the account up right?

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  • What are some good realistic programming related movies (docu-dramas, documentaries, accurate fiction, etc)?

    - by EpsilonVector
    A while ago I asked this question and the result was this. Following the response I got in the meta question I'm re-asking the question with new guidelines to focus it on the direction I wanted it to have originally. ================================================================== The guidelines are as follows: by "programming related" I mean movies from which we can learn about stuff like the development process, or history of software/computers, or programming culture. In other words, they must be grounded in the industry. No tangential stuff. Good entries answer as many of the following criteria as possible: Teach you about the history of the industry, or the development process, or teach you about important industry related topics (software patents for example) Are based on real life events, companies, people, practices, and they are the main focus of the movie After watching them, you feel like you understand or know something about the programmers' world that you didn't before (or you can see how someone could have such a response). You can point to it and say "this faithfully represents the industry/programmer culture at some point in time". This might be something you would show laymen to explain to them what "your people" are like and what is it that you do. Examples for good entries include: Pirates of Silicon Valley- the story of how Microsoft and Apple started the industry. Revolution OS- The story of Linux's rise to fame, and a pretty good cover of the Free Software/Open Source world. Aardvark'd: 12 Weeks with Geeks- development process. Examples for bad entries: Movies who's sole relevance is that they can be appreciated by programmers. The point of this question is not to be "what are some good movies" with "for a programmer" appended to it. Just because the writers got a few computer jokes right in itself doesn't make it about the industry. Movies where there's a computer related element, but are not about the industry. For example, 24 (the TV series). It's a product of the information age but it isn't actually about it. Another example is movies where there's a really cool programmer character, but are overall about something completely different. Likewise, The Big Bang Theory is not about physics, even though they have a cool physicist as a character. Science fiction, even if it draws ideas from computers. For example, the Matrix trilogy. Movies that you can't point to them and say: this is a faithful representation of our world (at some point in time). If you can't do that then it doesn't mirror the industry. Keep it one entry per answer so that the voting could sort the entries out.

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  • Preferred way to render text in OpenGL

    - by dukeofgaming
    Hi, I'm about tu pick up computer graphics once again for an university project. For a previous project I used a library called ftgl that didn't leave me quite satisfied as it felt kind of heavy (I tried all rendering techniques, text rendering didn't scale very well). My question is, is there a good and efficient library for this?, if not, what would be the way to implement fast but nice looking text?. Some intended uses are: Floating object/character labels Dialogues Menus HUD Regards and thanks in advance. EDIT: Preferrably that it can load fonts

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  • What are the reasons for MMOs to have level caps [on hold]

    - by SamStephens
    In many MMOs players character progression is artificially capped, e.g. by level 60 or 90 or 100 or whatever. Why do MMOs have these level caps in the first place? Why not just allow characters to continue to arbitrary levels with a mathematically designed leveling system that keeps the leveling experience interesting and endless? Answers to this question may help us to see the reason behind the feature and decide if and how this should be implemented in our MMOs.

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  • I'm looking to learn how to apply traditional animation techniques to my graphics engine - are there any tutorials or online-resources that can help?

    - by blueberryfields
    There are many traditional animation techniques - such as blurring of motion, motion along an elliptical curve rather than a straight line, counter-motion before beginning of movement - which help with creating the appearance of a realistic 3D animated character. I'm looking to incorporate tools and short cuts for some of these into my graphics engine, to make it easier for my end users to use these techniques in their animations. Is there a good resource listing the techniques and the principles behind them, especially how they might apply to a graphics engine or 3D animation?

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  • Why is Evince not displaying application fonts/text for me?

    - by Philippe Fenderson
    Any time I use Evince, it just shows boxes where all the text should be. Instead, it uses the box symbol which I know stands for not being able to find a character. This problem occurs on every menu, and makes it impossible to tell what's going on in any part of the application. I've tried Googling for this problem, but my -fu is weak or it's hard to search for. I'm pretty tech-literate, and I'm running a fairly stock 10.10 install with GNOME.

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  • Using copyrighted sprites

    - by Zertalx
    I was thinking about making a pacman clone, I know there is a similar question here Using Copyrighted Images , but I know i can't use the original art from the game because it belongs to Namco, so if I design a character that has the shape of the slice circle it will look exactly like pacman, maybe if I use green instead of yellow? Also if the game plays like the original pacman, it is wrong? I just want to make the game as a personal project and and publish it in my site without getting in trouble

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  • Conditional Gridview Text - Checkboxes

    This code sample shows how to either show or make invisible, a checkbox in each row of the Gridview, along with making text conditional, based on certain criteria. In this case, if the Postal code starts with a non-numeric character, we change it to "Alt Text", and we set the Visible property of the checkbox in that row to "False"

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  • apt-get command problem

    - by Ramesh Khadka
    I am using Ubuntu 12.04 32 bit in hp pavilion dv6 laptop (AMD Processor) after upgrade and reboot, the desktop doesn't start and at cui (cltr + alt + f1) I login to my user and following error shows: apt-config :/lib/i386-linux-gnu/lib.so.6:version 'GLIBC_2.17' NOT FOUND (required by /usr/lib/i386-linux-gnu/libstdc++.so.6) when I type sudo apt-get command same error shows up and apt-get command doesn't work. All I have is character user interface. please help me.

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  • What makes games responsive to user input?

    - by zaftcoAgeiha
    Many games have been praised for its responsive gameplay, where each user action input correspond to a quick and precise character movement (eg: super meat boy, shank...) What makes those games responsive? and what prevents other games from achieving the same? How much of it is due to the game framework used to queue mouse/keyboard events and render/update the game and how much is attributed to better coding?

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  • Import 3ds into JMonkeyEngine 3

    - by Yanick Rochon
    I have asked this question on SO, but I think it will be more suitable here. Basically, we are trying to import an animated character body (with skeleton) from 3D Studio Max to JMonkeyEngine 3, but while we succeeded at importing some animations, we cannot seem to export the skeleton to .skeleton.xml using OgreXML format. Since OgreXML seems to be the favored way to import models into JME, we dropped .obj files and such. Any help appreciated.

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  • Superb post - What if Visual Studio had Achievements?

    - by Eric Nelson
    This post is simple superb – What if Visual Studio had Achievements :-) Although maybe you need to a developer who also has an Xbox to fully understand how good it is. My favourites: Shotgun Debugging – 5 Consecutive Solution Rebuilds with a single character change The Architect – Created 25 Interfaces in a single project The Multitasker – Have more than 50 source files open at the same time Every Option Considered – Created an enum with more than 30 values Thanks to Dominic for highlighting it to me!

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  • Pointers in C vs No pointers in PHP

    - by AnnaBanana
    Both languages have the same syntax. Why does C have the weird * character that denotes pointers (which is some kind of memory address of the variable contents?), when PHP doesn't have it and you can do pretty much the same things in PHP that you can do in C, without pointers? I guess the PHP compiler handles this internally, why doesn't C do the same? Doesn't this add unneeded complexity in C? For example I don't understand them :)

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  • Why does creating dynamic bodies in JBox2D freeze my app?

    - by Amplify91
    My game hangs/freezes when I create dynamic bullet objects with Box2D and I don't know why. I am making a game where the main character can shoot bullets by the user tapping on the screen. Each touch event spawns a new FireProjectileEvent that is handled properly by an event queue. So I know my problem is not trying to create a new body while the box2d world is locked. My bullets are then created and managed by an object pool class like this: public Projectile getProjectile(){ for(int i=0;i<mProjectiles.size();i++){ if(!mProjectiles.get(i).isActive){ return mProjectiles.get(i); } } return mSpriteFactory.createProjectile(); } mSpriteFactory.createProjectile() leads to the physics component of the Projectile class creating its box2d body. I have narrowed the issue down to this method and it looks like this: public void create(World world, float x, float y, Vec2 vertices[], boolean dynamic){ BodyDef bodyDef = new BodyDef(); if(dynamic){ bodyDef.type = BodyType.DYNAMIC; }else{ bodyDef.type = BodyType.STATIC; } bodyDef.position.set(x, y); mBody = world.createBody(bodyDef); PolygonShape dynamicBox = new PolygonShape(); dynamicBox.set(vertices, vertices.length); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = dynamicBox; fixtureDef.density = 1.0f; fixtureDef.friction = 0.0f; mBody.createFixture(fixtureDef); mBody.setFixedRotation(true); } If the dynamic parameter is set to true my game freezes before crashing, but if it is false, it will create a projectile exactly how I want it just doesn't function properly (because a projectile is not a static object). Why does my program fail when I try to create a dynamic object at runtime but not when I create a static one? I have other dynamic objects (like my main character) that work fine. Any help would be greatly appreciated. This is a screenshot of a method profile I did: Especially notable is number 8. I'm just still unsure what I'm doing wrong. Other notes: I am using JBox2D 2.1.2.2. (Upgraded from 2.1.2.1 to try to fix this problem) When the application freezes, if I hit the back button, it appears to move my game backwards by one update tick. Very strange.

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  • Validate if aTextBox Value Start with a Specific Letter

    - by Vincent Maverick Durano
    In case you will be working on a page that needs to validate the first character of the TextBox entered by a user then here are two options that you can use: Option 1: Using an array   1: <asp:Content ID="Content1" ContentPlaceHolderID="HeadContent" runat="server"> 2: <script type="text/javascript"> 3: function CheckFirstChar(o) { 4: var arr = ['A', 'B', 'C', 'D']; 5: if (o.value.length > 0) { 6: for (var i = 0; i < arr.length; i++) { 7: if (o.value.charAt(0) == arr[i]) { 8: alert('Valid'); 9: return true; 10: } 11: else { 12: alert('InValid'); 13: return false; 14: } 15: } 16: } 17: } 18: </script> 19: </asp:Content> 20: <asp:Content ID="Content2" ContentPlaceHolderID="MainContent" runat="server"> 21: <asp:TextBox ID="TextBox1" runat="server" onblur="return CheckFirstChar(this);"></asp:TextBox> 22: </asp:Content>   The example above uses an array of string for storing the list of  characters that a TextBox value should start with. We then iterate to the array and compare the first character of TextBox value to see if it matches any characters from the array. Option 2: Using Regular Expression (Preferred way)   1: <asp:Content ID="Content1" ContentPlaceHolderID="HeadContent" runat="server"> 2: <script type="text/javascript"> 3: function CheckFirstChar(o) { 4: pattern = /^(A|B|C|D)/; 5: if (!pattern.test(o.value)) { 6: alert('InValid'); 7: return false; 8: } else { 9: alert('Valid'); 10: return true; 11: } 12: } 13: </script> 14: </asp:Content> 15: <asp:Content ID="Content2" ContentPlaceHolderID="MainContent" runat="server"> 16: <asp:TextBox ID="TextBox1" runat="server" onblur="return CheckFirstChar(this);"></asp:TextBox> 17: </asp:Content>   The example above uses regular expression with the pattern  /^(A|B|C|D)/. This will check if the TextBox value starts with A,B,C or D. Please note that it's case sensitive. If you want to allow lower case then you can alter the patter to this /^(A|B|C|D)/i. The i in the last part will cause a case-insensitive search.   That's it! I hope someone find this post useful!

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  • Using Full Text Search in SQL Server 2008

    Introduction SQL Server 2008 Full-Text Search feature can be used by application developers to execute full-text search queries against character based data residing in  a SQL Server table. To use full text search the developer must create a full-text ... [Read Full Article]

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  • Crash when using Cocos2d

    - by ipodfreak0313
    Sorry about the poor question title, it's just that this seems to big for a title. So here's the dirt: I am making a game (obviously) and I want the enemies to shoot (not necessarily at the player). I want the shoot method to be in the Enemies file, so as not to clutter up my HelloWorldLayer.m file even more. Here's what I'm using right now: HelloWorldLayer.m -(void)addEnemy:(BigAndStrongEnemy *)enemy { enemy = nil; if((arc4random() % 4) == 3) { enemy = [BigAndStrongEnemy enemy]; } else { enemy = [SmallAndFastEnemy enemy]; } if(buffDude.position.y > character.position.y || buffDude.position.y < (character.position.y + 10)) { } int rand = arc4random() % 320; if((arc4random() % 2 == 1)) { [enemy setPosition:ccp(0,rand)]; }else{ [enemy setPosition:ccp(480,rand)]; } [self animateEnemy:enemy]; [self addChild:enemy]; } -(void)animateEnemy:(BigAndStrongEnemy *)enemy2 { float randX = arc4random() % 480; float randY = arc4random() % 320; int rand = arc4random() % 320; CGPoint moveToPoint = CGPointMake(randX, (randY - rand)); [enemies addObject:enemy2]; action = [CCSequence actions: [CCMoveBy actionWithDuration:1 position:ccpMult(ccpNormalize(ccpSub(moveToPoint, enemy2.position)), 75)], [CCMoveBy actionWithDuration:3 position:ccp(buffDude.position.x,buffDude.position.y)], nil]; CCCallFuncO *a = [CCCallFuncO actionWithTarget:self selector:(@selector(shoot:)) object:enemy2]; CCSequence *s = [CCSequence actions:action,a, nil]; CCRepeatForever *repeat = [CCRepeatForever actionWithAction:s]; [enemy2 runAction:repeat]; } And here's the Shoot info from the Enemies class: Enemies.m: -(void)shoot:(id)sender { self = (BigAndStrongEnemy *)sender; [self shoot]; } -(void)spriteMoveFinished:(id)sender { CCSprite *b = (CCSprite *)sender; [self removeChild:b cleanup:YES]; } -(void)shoot { self = [CCSprite spriteWithFile:@"bigAndStrongEnemy.gif"]; CCSprite *b = [CCSprite spriteWithFile:@"bullet.gif"]; b.position = ccp(self.position.x,self.position.y); b.tag = 2; [self addChild:b]; [bullets addObject:b]; CGSize winSize = [[CCDirector sharedDirector] winSize]; CGPoint point = CGPointMake((winSize.width - (winSize.width - self.position.x)),0); [b runAction:[CCSequence actions: [CCMoveBy actionWithDuration:0.5 position:point], [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)], nil]]; } Every time the 3 seconds goes by, the app crashes, and goes to the breakpoint in the CCCallFuncO file. I haven't touched it, is the thing. I am completely confused. Any help is greatly appreciated.

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  • switching users in byobu session

    - by JohnMerlino
    I launched a byobu session (tmux) and then tried to switch to a user called kommander "su - kommander", it immediately prompted me with: [Oh My Zsh] Would you like to check for updates? Type Y to update oh-my-zsh: Now I usually press "n" and everything is fine, but within the byobu session, when I press enter it just displays a "^M" character. I have no idea how to exit out if this prompt: [Oh My Zsh] Would you like to check for updates? Type Y to update oh-my-zsh: n^M

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  • I'm looking to learn how to apply traditional animation techniques to my graphics engine - are there any tutorials or online-resources that can help?

    - by blueberryfields
    There are many traditional animation techniques - such as blurring of motion, motion along an elliptical curve rather than a straight line, counter-motion before beginning of movement - which help with creating the appearance of a realistic 3D animated character. I'm looking to incorporate tools and short cuts for some of these into my graphics engine, to make it easier for my end users to use these techniques in their animations. Is there a good resource listing the techniques and the principles behind them, especially how they might apply to a graphics engine or 3D animation?

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  • Les Google Apps s'enrichissent avec la reconnaissance de caractères et des capacités de stockage supplémentaires

    Les Google Apps s'enrichissent avec la reconnaissance de caractères Et proposent des capacités de stockage supplémentaires Les Google Apps, la suite de productivité 100 % Cloud de Google, viennent de s'enrichir coup sur coup de deux nouvelles fonctionnalités. La première permet de convertir automatiquement des documents PDF en texte grâce à une technologie de reconnaissance de caractères (dite OCR pour Optical Character Recognition). [IMG]http://ftp-developpez.com/gordon-fowler/Google%20Apps%20Improvments/ocr1.png[/IMG] Cette fonctionnalité existait déjà en test pour la langue français...

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  • Perl like regular expression in Oracle DB

    - by user13136722
    There's regular expression support in Oracle DB Using Regular Expressions in Database Applications Oracle SQL PERL-Influenced Extensions to POSIX Standard But '\b' is not supported which I believe is quite wideliy used in perl and/or other tools perlre - perldoc.perl.org \b Match a word boundary So, I experimented with '\W' which is non-"word" character When combined with beginning-of-line and end-of-line like below, I think it works exactly the same as '\b' SELECT * FROM TAB1 WHERE regexp_like(TEXTCOL1, '(^|\W)a_word($|\W)', 'i')

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  • Climbing boxes in box2D

    - by Rothens
    I've just stepped into the world of Box2D with libgdx. I've already made a stack of boxes: They are dropped randomly ontop of each other. What I'd like to achieve is to make a character, that could freely climb on the boxes, (He can grip on the boxes anywhere, not just on the side/top of a box) but his weight affects the stack as well, so the boxes could fall down. My google-fu failed me... Is there any way to make this possible?

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  • Can i place a image as a map and then code a grid over the top of it?

    - by kraze
    what i'm trying to do is make a huge map, best way i found is just make a big map and save it as a image... can i code a grid over the top so i can implement tile based movement for my character? afterwards place collision tiles so they can't move to certain spots. btw this is in visual studio 2010 using XNA Anyone able to explain the process of how i would do this and if its even viable? thanks for your help

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  • Unsteady Display

    - by Elton McRae
    I use Ubuntu 12:04. The Text character on my screen while on the inter-net s too small, so I decided to adjust the display to give larger characters. This caused the screen to become very unstable, once I am logged it the screen begins to flitter. I am now usingthe guest login. How can I readjust the display to first make it stable and secondly to have larger text characters. thanks in anticipation, Elton.

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