hoka hoka hey

didn’t feel like messing around w/the old way I updated the site, since this is easier, so - last frontpage entry:

so I’ve gotten very frustrated w/this damned skeleton thing. The script now, and has for a while, exported numbers that actually mean something - they’re all part of the same coordinate system, and I know what they mean. … But they’re not what I need, I now realize. Being rather short-sighted in this regard, it turns out that I don’t, of course, want a bone’s “absolute” coordinates (what I’m getting now). The numbers I actually need are a bone’s position relative to the mesh it’s connected to.

I’m not actually sure how to get this, though.

I’ve been spending way too much time on this problem, and have others to attend to, so the whole skeleton thing is on hold for now. I’ve been working on other aspects of the same project; the whole ordeal ended up breaking my collision detection, so I’m fudging around with that some. Probably going to go with a super-simplified 2D collision detection routine, since a highly accurate result isn’t necessary.

Also figured out how to do 2D overlays in OpenGL - I can draw 2D stuff over my 3D scene. Figuring I’m gonna go with putting a 2D texture on a plane, and overlaying that… Transparency would be nice, but I don’t know how the DC handles that. glColor4f(a, r, g, b) doesn’t seem to work. But I think it’s possible some other way.

Well, that’s that’s that. Day after next is my last day of work, then off to wherever for a week, and I’ll be away from the computer, so unable to code. It’ll give me a chance to plan, and design, and all those important things that I’ve been neglecting by focusing so intently on this. And some time to just be away from this & relax. And when I get back I’m gonna have much more on my plate - packing, and looking for a new place to live, and preparing myself for the move.

Here’s the information on the python script, though: skeletor