Search found 11 matches
- Fri Apr 27, 2007 7:55 am
- Forum: Open Discussion and Dev Announcements
- Topic: 3d animated face possible?
- Replies: 6
- Views: 819
Re: Introducing myself and asking for some advice
The Ogre engine comes with an animated face demo. Not saying that it couldn't be done with Irrlicht out of the box similarly.
- Tue Apr 10, 2007 11:58 am
- Forum: Open Discussion and Dev Announcements
- Topic: New Animation System for Irrlicht
- Replies: 220
- Views: 38957
This is a very common need, which is why I cannot understand why everyone puts up with the animation system irrlicht has now. I think nobody has used the current animation system properly for a game that needed more than the most basic character animation, thats why. People who had higher animation...
- Sat Feb 24, 2007 7:54 am
- Forum: Beginners Help
- Topic: Newton , IrrNewt or IPhysic
- Replies: 2
- Views: 295
Re: Newton , IrrNewt or IPhysic
The answer also depends on your licence requirements. Links and brief notes on the engines can be found in the Irrlicht Wiki.
- Thu Feb 22, 2007 4:03 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Hobbyist or Professional?
- Replies: 18
- Views: 2453
Bug reports and feature request should be filed in the trackers at the Irrlicht sourceforge project page. For a more concise and changeable listing one could also add new pages to the Irrlicht Wiki. If you recommend it I'll enter them into the lists, even though they aren't really my requests but s...
- Thu Feb 22, 2007 3:33 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Hobbyist or Professional?
- Replies: 18
- Views: 2453
Feature Requests
Wouldn't it be good to set up a Irrlicht steering committee that identifies and communicates areas of the engine where improvement is needed? Here some links and feature requests: * feature requests * really old requests * bugs some random but recent requests from the forums, partially obsolete, par...
- Thu Feb 22, 2007 12:56 am
- Forum: Open Discussion and Dev Announcements
- Topic: Hobbyist or Professional?
- Replies: 18
- Views: 2453
Irrlicht is the best suited open source engine for professional development mostly due to its no-strings licence, and it is a reasonable base for developing on next and current gen consoles too. The software renderers are good for Intel graphics chipset notebooks. As already mentioned above, for mak...
- Sun Feb 18, 2007 10:32 am
- Forum: Open Discussion and Dev Announcements
- Topic: New Animation System for Irrlicht
- Replies: 220
- Views: 38957
battle.... :http://www.onigirl.com/pipeline :) Thanks, Vermeer. I tried the pipeline, but it doesn't export CS Physique. And Discreets phy2skin converter doesn't work properly for my models. However, the .FBX export-import converts correctly to skin and then I can also use as well the .X exporter. ...
- Tue Feb 13, 2007 7:44 am
- Forum: Open Discussion and Dev Announcements
- Topic: New Animation System for Irrlicht
- Replies: 220
- Views: 38957
Compare with Neoengine's animation system
- Mon Feb 12, 2007 5:01 pm
- Forum: Open Discussion and Dev Announcements
- Topic: New Animation System for Irrlicht
- Replies: 220
- Views: 38957
store the actual animated mesh data in the SceneNode Yes, makes sense for CPU skinning and DX10 vertex write back, not so for DX9. By the way, yesterday I managed to get 3dsmax Biped animations exported via FBX to X thanks to this loveley tutorial . Jeez ... Could someone give me a quick pointer on...
- Sun Feb 11, 2007 10:10 am
- Forum: Open Discussion and Dev Announcements
- Topic: New Animation System for Irrlicht
- Replies: 220
- Views: 38957
I can see the advantage in splitting the animation from the skeleton, which seems what Saturn meant, and that’s easy/fast to do. Actually, I meant that too. Sorry. NB: Rather than exporting matices. one could think of exporting the animation controller values, e.g the 3dsmax rotational/translationa...
- Sun Feb 11, 2007 1:38 am
- Forum: Open Discussion and Dev Announcements
- Topic: New Animation System for Irrlicht
- Replies: 220
- Views: 38957
I am new here and don't know Irrlicht well enough yet, apologies in advance. Just some opinions from an old pro engine coder: - Please, please keep skeleton and mesh (envelope) separate, this is really needed for commercial titles. You can provide a simple method for loading and managing both togeth...