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Issue 12: vtx
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Status:  Closed
Owner:  ----


 
Reported by lucsilve...@gmail.com, Aug 24, 2011
i want to know how you make a .vtx file??i want to change the eye slugger..i include my .vtx where i make it from a modelling tools "anim8or" but the application crashed..

Aug 25, 2011
Project Member #1 tom...@gmail.com
Hi lucsilve...,

Thank you for your interest. I created a write-up of .vtx file.
https://code.google.com/p/kinect-ultra/wiki/VtxFileSyntax

It may be challenging unless you are familiar with OpenGL API.
Labels: -Type-Defect Type-Other
Aug 25, 2011
#2 lucsilve...@gmail.com
so, you make a .vtx file manually??can i replace the .vtx with .obj file and run it with this kinect program??
Aug 25, 2011
Project Member #3 tom...@gmail.com
Yes, it is manual. However, if you already have .obj file, it can be half-automated. I added the section for this in the write-up. Hope you can make it!
Aug 25, 2011
#4 lucsilve...@gmail.com
i made a .vtx file with that perl script..then i try to change the eyeslugger, i put my object in "data/models/" but when i debug the program, i show an error like before "failed : Model definition cannot be opened"

ball.vtx
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Aug 26, 2011
Project Member #5 tom...@gmail.com
I put your file in "data/models/" and renamed it as "eyeSlugger.vtx", then it worked fine. Although the object was too small to see by default, but a very small while ball was shooted when I took the motion to throw the Eye Slugger.
Aug 26, 2011
#6 lucsilve...@gmail.com
oh, so i have to change my vtx file into "eyeSlugger.vtx"..can i load my object, but with another name, not a "eyeSlugger" again..
Aug 26, 2011
Project Member #7 tom...@gmail.com
The vtx file must be "eyeSlugger.vtx", which is the specification of this program. I do not have any plan to add the flexibility to load another name because nothing should prevent you from putting your model in the specified name.

If you really wish to, you can change the program to make it behave as you wish. The entire source code is available. FYI, the vtx file name is hardcoded in util.cpp.
Aug 28, 2011
Project Member #8 tom...@gmail.com
(No comment was entered for this change.)
Status: Closed
Sep 13, 2011
#9 lucsilve...@gmail.com
sorry to bother you again, i try to rotate the eyeslugger, so i add glRotatef on your source file, but the object didnt rotate, why is this happen??
Sep 18, 2011
Project Member #10 tom...@gmail.com
EyeSlugger rotation is calculated in EyeSluggerRenderer.cpp, and set to m_objectFrame transformation matrix (at line 190, m_objectFrame.RotateLocal).

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