MikuMikuDance viewer

Hi,atomix.

Hmm…

If you can understand Japanese,see VPVP WIKI.

There are many models and motions.

http://www6.atwiki.jp/vpvpwiki/

Otherwise please ask it in English community of MikuMikuDance.

I do not so have a lot on it.



http://twilog.org/MMDdeviantART

Hi man!!! I implemented your cool Toon Shader to my ShaderBlow Library. I was amased that Your shader has more fps than JME Post CartoonEdges processor. Is it possible to make other effects in such a way you did?



JMP Project is here: http://code.google.com/p/jme-glsl-shaders/downloads/list

Mercurial JMP Project is here: hg clone https://paulgeraskin@code.google.com/p/jme-glsl-shaders/ jme-glsl-shaders



Unlimited Free Image and File Hosting at MediaFire



And I wanna say BIG THANK YOU!!!

Hi mifth.

Please try GLSL skinning if you like.

My mercurial repository is here.

http://chototsumoushinp.dip.jp/projectkyoto/hg/index.cgi/MMDLoaderJME3-lib/

Version 0.86:

sphere map support

alpha blending support

interpolation bug fix

model: Piron shiki MIKU

http://i.imgur.com/dukmh.png

model: Lat shiki MIKU

http://i.imgur.com/WcrWg.png

music: Teach Me Magical Lyrics!

http://youtu.be/we4ZFDJ2_eE

Version 0.87 Mac support is now available.

Demo application is here.(Supported platforms:OpenSolaris x86, Ubuntu 32bit(Sun JDK), WIndows 32/64bit, MacOSX)

http://chototsumoushinp.dip.jp/miku/souko/hakoiri/

Mac Platform:

Tested video card:GeForce 9400M works well.

HD Graphics 3000 still wrong…

reflection doesn’t work.

I tried the launcer on my computer (kubuntu64, intel64, OpenJDK, nvidia gts 220).



I have such an error:



net.sourceforge.jnlp.LaunchException: Fatal: Launch Error: Could not launch JNLP file.

at net.sourceforge.jnlp.Launcher.launchApplication(Launcher.java:596)

at net.sourceforge.jnlp.Launcher$TgThread.run(Launcher.java:887)

Caused by: java.lang.reflect.InvocationTargetException

at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)

at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)

at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)

at java.lang.reflect.Method.invoke(Method.java:616)

at net.sourceforge.jnlp.Launcher.launchApplication(Launcher.java:590)

… 1 more

Caused by: java.lang.UnsatisfiedLinkError: /home/mifth/Documents/libbulletjme.so: /home/mifth/Documents/libbulletjme.so: wrong ELF class: ELFCLASS32 (Possible cause: architecture word width mismatch)

at java.lang.ClassLoader$NativeLibrary.load(Native Method)

at java.lang.ClassLoader.loadLibrary0(ClassLoader.java:1750)

at java.lang.ClassLoader.loadLibrary(ClassLoader.java:1646)

at java.lang.Runtime.load0(Runtime.java:787)

at java.lang.System.load(System.java:1022)

at com.jme3.system.Natives.extractNativeLib(Natives.java:120)

at com.jme3.system.Natives.extractNativeLibs(Natives.java:217)

at com.jme3.system.JmeSystem.initialize(JmeSystem.java:369)

at com.jme3.system.JmeSystem.newContext(JmeSystem.java:289)

at com.jme3.app.Application.start(Application.java:363)

at com.jme3.app.Application.start(Application.java:344)

at com.jme3.app.SimpleApplication.start(SimpleApplication.java:134)

at testscene.TestSceneWater.main(TestSceneWater.java:86)

… 6 more

Caused by:

java.lang.reflect.InvocationTargetException

at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)

at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)

at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)

at java.lang.reflect.Method.invoke(Method.java:616)

at net.sourceforge.jnlp.Launcher.launchApplication(Launcher.java:590)

at net.sourceforge.jnlp.Launcher$TgThread.run(Launcher.java:887)

Caused by: java.lang.UnsatisfiedLinkError: /home/mifth/Documents/libbulletjme.so: /home/mifth/Documents/libbulletjme.so: wrong ELF class: ELFCLASS32 (Possible cause: architecture word width mismatch)

at java.lang.ClassLoader$NativeLibrary.load(Native Method)

at java.lang.ClassLoader.loadLibrary0(ClassLoader.java:1750)

at java.lang.ClassLoader.loadLibrary(ClassLoader.java:1646)

at java.lang.Runtime.load0(Runtime.java:787)

at java.lang.System.load(System.java:1022)

at com.jme3.system.Natives.extractNativeLib(Natives.java:120)

at com.jme3.system.Natives.extractNativeLibs(Natives.java:217)

at com.jme3.system.JmeSystem.initialize(JmeSystem.java:369)

at com.jme3.system.JmeSystem.newContext(JmeSystem.java:289)

at com.jme3.app.Application.start(Application.java:363)

at com.jme3.app.Application.start(Application.java:344)

at com.jme3.app.SimpleApplication.start(SimpleApplication.java:134)

at testscene.TestSceneWater.main(TestSceneWater.java:86)

… 6 more

Sorry, it doesn’t support Ubuntu 64bit now.



Ubuntu 32bit workaround:

Install Sun JDK


$ sudo add-apt-repository "deb http://archive.canonical.com/ lucid partner"

$ sudo apt-get update

$ sudo apt-get install sun-java6-jdk


IBus problem:
javaws-mikumiku.sh

#!/bin/sh
JAVA_HOME=/usr/lib/jvm/java-6-sun
LD_LIBRARY_PATH=$JAVA_HOME/jre/lib/i386
export LD_LIBRARY_PATH
XMODIFIERS=@im=none
$JAVA_HOME/bin/javaws $*


$ chmod a+x javaws-mikumiku.sh


run:

./javaws-mikumiku.sh http://chototsumoushinp.dip.jp/miku/souko/hakoiri/mikumikudanceviewer.jnlp

Hi man. i was searching for openni knect’s stuffs on youtube, and it showed a couple of videos about the MikuMikeDance viewer, and i remembered of this topic. I didn’t know anyone already had implemented knect in jm3, so it’s a surprise for me. I’m wanting to implement knect in a game too, and it looks you use the openni. But i’m confused, i don’t know if i use the openkinect or the openni api, i’m not sure what is the best. I would like you to advise me…

And about the MikuMiku viewer, it is amazing dude :D.

Original MikuMikuDance(DirectX version) supports Kinect, but my MMDLoaderJME doesn’t support Kinect yet.

I bought Kinect.

I’ll support Kinect in MikuMikuStudio( an extension of jMonkeyPlatform ).



http://www.youtube.com/watch?v=z-sxtbpWdpk

1 Like

Hmmmm. Misunderstood, i thought those MMD videos on youtube were yours. I would like to use knect in jme too, i’m going to implement the openni knect api. Anyway i will follow your game updates ;).

Edit: WOw! nice video!

1 Like

i’m going to implement the openni knect api

Wow, it’s great.

I expect it.

@glaucomardano

I think that freenect doesn’t support motion capture.

OpenNI supports it, but it’s not an opensource software.

I can’t use it because I’m an opensolaris(openindiana) user.

However, most people use Windows.

They can use OpenNI.

Where did you see openni is not a open source? OPENNI says it’s a open source in the same sentence ;P. This is what i read on the openni doc:


OpenNI is written and distributed under the GNU Lesser General Public License (LGPL) which
means that its source code is freely-distributed and available to the general public.


Here's its documentation.

OpenNI doesn’t work without NITE.

NITE isn’t an opensource software.

Hmm…I know openni is only available for windows and linux and OSX. I’m sorry for it’s not available for solaris xD. I use ubuntu :D.

Hey, but how can u use jmp in solaris? It’s available for solaris too?

I wrote a patch for solaris.

Now jMonkeyPlatform works on OpenSolaris.

1 Like

So you will have to wait for a solaris openni version.

It’s not possible.

I hope that freenect will support motion capture.

I tried to run MikuMikuDance on Android.

Screen size is too small and it’s very slow…



ASUS Transformer TF101

MikuMikuDance on Android

The only reason its slow is because Java bullet physics is slow. We are working to compile native bullet on Android (there was a test app posted recently)



I believe the screensize is due to the app being targeted for android 1.1 (implicitly) because minSdkVersion isn’t specified in the manifest. This is going to be fixed soon.