Search found 26 matches
- Tue Aug 12, 2025 8:07 pm
- Forum: Advanced Help
- Topic: Is there a way to get animation data from a mesh and insert it into another mesh?
- Replies: 17
- Views: 1190
Re: Is there a way to get animation data from a mesh and insert it into another mesh?
Hmm, I'm developing this on Linux. It's been a while since I last had my project running on Windows. I think I need to make a system of converting file path forward and backwards slashes based on platform before it would run on Windows. Basically all the game resources are loaded based on data in ...
- Sat Aug 09, 2025 4:27 pm
- Forum: Advanced Help
- Topic: Is there a way to get animation data from a mesh and insert it into another mesh?
- Replies: 17
- Views: 1190
Re: Is there a way to get animation data from a mesh and insert it into another mesh?
My character meshes have full-body running and walking animations which I consider primary animations. They also have full-body gun shooting/reload/miscellaneous animations which I consider secondary animations.
Primary animations and secondary animations need to be able to be played entirely ...
Primary animations and secondary animations need to be able to be played entirely ...
- Fri Aug 08, 2025 9:47 pm
- Forum: Advanced Help
- Topic: Is there a way to get animation data from a mesh and insert it into another mesh?
- Replies: 17
- Views: 1190
Re: Is there a way to get animation data from a mesh and insert it into another mesh?
I used the microsecond timer capability of std::chrono to find out the unacceptable slowness happens within ISceneManager::drawAll and only IAnimatedMeshes with their joint mode set to EJUOR_CONTROL causes this lag when being drawn with drawAll. If there was an obvious way to change Irrlicht to ...
- Wed Aug 06, 2025 8:25 pm
- Forum: Advanced Help
- Topic: Is there a way to get animation data from a mesh and insert it into another mesh?
- Replies: 17
- Views: 1190
Re: Is there a way to get animation data from a mesh and insert it into another mesh?
Yeah thats right. I ended getting that to work but also I can just do this one-liner.
m_skinnedMesh = (ISkinnedMesh*)m_objMesh;
Then when I add it to the scene with irrsmgr->addAnimatedMeshSceneNode(m_skinnedMesh); it shows up.
Now I get to find out if there was a point to all this by trying to ...
m_skinnedMesh = (ISkinnedMesh*)m_objMesh;
Then when I add it to the scene with irrsmgr->addAnimatedMeshSceneNode(m_skinnedMesh); it shows up.
Now I get to find out if there was a point to all this by trying to ...
- Wed Aug 06, 2025 4:47 pm
- Forum: Advanced Help
- Topic: Is there a way to get animation data from a mesh and insert it into another mesh?
- Replies: 17
- Views: 1190
Re: Is there a way to get animation data from a mesh and insert it into another mesh?
Ok so maybe I can make a SkinnedMesh based off of the AnimatedMesh that's too slow and it'll work the same as before except faster. I'm going to try that thing where a loop gets all the bone rotations and positions from the npc mesh and copies that to the bones on the skinned mesh clothes because if ...
- Mon Aug 04, 2025 5:27 pm
- Forum: Advanced Help
- Topic: Is there a way to get animation data from a mesh and insert it into another mesh?
- Replies: 17
- Views: 1190
Re: Is there a way to get animation data from a mesh and insert it into another mesh?
I know of skinned meshes but I haven't really figured out how to set them up yet.
It's my understanding that first you do something like
ISkinnedMesh *m = sceneManager->createSkinnedMesh();
m->addMeshBuffer();
then you somehow transfer the mesh buffer data from the IAnimatedMesh, and then you ...
It's my understanding that first you do something like
ISkinnedMesh *m = sceneManager->createSkinnedMesh();
m->addMeshBuffer();
then you somehow transfer the mesh buffer data from the IAnimatedMesh, and then you ...
- Fri Aug 01, 2025 8:35 pm
- Forum: Advanced Help
- Topic: Is there a way to get animation data from a mesh and insert it into another mesh?
- Replies: 17
- Views: 1190
Is there a way to get animation data from a mesh and insert it into another mesh?
I'm adding wearable clothes to the npcs in my game. I export the rigged skinned character models to b3d and then use those in Irrlicht as an IAnimatedMesh.
For clothes, I use the same exact bone structure as the respective character model and export that as a b3d file and it gets loaded into ...
For clothes, I use the same exact bone structure as the respective character model and export that as a b3d file and it gets loaded into ...
- Wed Jun 25, 2025 10:38 pm
- Forum: Project Announcements
- Topic: a space game I've been working on for a while
- Replies: 7
- Views: 66933
Re: a space game I've been working on for a while
It turned out I was barking up the wrong tree on this one. I was trying to get the verticies of the terrain and make a collider based on that. I then realized that an ITerrainSceneNode created with a 1024x1024 heightmap contains 1048576 verticies which is probably way too many. I then used ...
- Wed Jun 18, 2025 9:52 pm
- Forum: Project Announcements
- Topic: a space game I've been working on for a while
- Replies: 7
- Views: 66933
Re: a space game I've been working on for a while
Thanks. That function worked like a charm.
This probably isn't worth its own thread (yet), but one issue I'm running into is that I need to basically get a list of all the indicies and all the vertices from the terrain mesh in order to generate a reactphysics3d collider. Both ITerrainSceneNode ...
This probably isn't worth its own thread (yet), but one issue I'm running into is that I need to basically get a list of all the indicies and all the vertices from the terrain mesh in order to generate a reactphysics3d collider. Both ITerrainSceneNode ...
- Wed Jun 18, 2025 1:49 am
- Forum: Project Announcements
- Topic: a space game I've been working on for a while
- Replies: 7
- Views: 66933
a space game I've been working on for a while
Here is a video of a space game I've been working on for a while. It uses Irrlicht, reactphysics3d and OpenAL. It also has built-in lua which will be used for possible mods or quest scripting in the future. For now, just the cockpit monitors and some of consumable items (not shown in screenshots or ...
- Fri Sep 27, 2024 9:07 pm
- Forum: Advanced Help
- Topic: How do I either resize static text OR draw static text to an ITexture?
- Replies: 4
- Views: 2945
Re: How do I either resize static text OR draw static text to an ITexture?
Thanks, I didn't know about the draw function. I was able to use that to come up with code that draws static text to a IGUIImage and then scales it up. It looks like crap, you were definitely right about that. Getting this method of text drawing to work with text boxes and list boxes would be ...
- Wed Sep 25, 2024 9:39 pm
- Forum: Advanced Help
- Topic: How do I either resize static text OR draw static text to an ITexture?
- Replies: 4
- Views: 2945
How do I either resize static text OR draw static text to an ITexture?
I am trying to devise a way of resizing/scaling text so that I can have a fully scalable UI. In fact, I already have almost everything having to do with ui scaling already finished. Everything except text.
As we all know, you can only change the font to be used with static text. There isn't a ...
As we all know, you can only change the font to be used with static text. There isn't a ...
- Wed Sep 25, 2024 9:10 pm
- Forum: Advanced Help
- Topic: How do I make a gun turret that is child of a node point at another node in the root scene?
- Replies: 7
- Views: 3431
Re: How do I make a gun turret that is child of a node point at another node in the root scene?
I ended up finally getting entirely everything I wanted. I even successfully separated the pitch and yaw rotation so 1 bone could do only yaw and the other bone could do only pitch. This way dual point gimbal turrets work better. It just took a massive amount of brute force trial and error. I ...
- Fri Sep 13, 2024 1:09 am
- Forum: Advanced Help
- Topic: How do I make a gun turret that is child of a node point at another node in the root scene?
- Replies: 7
- Views: 3431
Re: How do I make a gun turret that is child of a node point at another node in the root scene?
hold on, parentTransform.setTranslation(core::vector3df(0,0,0)) doesn't result in the same behavior as this
parentTransform[12] = 0;
parentTransform[13] = 0;
parentTransform[14] = 0;
parentTransform[15] = 0;
i'll start trying both methods every time i change and check something.
The following ...
parentTransform[12] = 0;
parentTransform[13] = 0;
parentTransform[14] = 0;
parentTransform[15] = 0;
i'll start trying both methods every time i change and check something.
The following ...
- Thu Sep 12, 2024 9:56 pm
- Forum: Advanced Help
- Topic: How do I make a gun turret that is child of a node point at another node in the root scene?
- Replies: 7
- Views: 3431
Re: How do I make a gun turret that is child of a node point at another node in the root scene?
hmm, i had already tried separating them vs not separating them before posting that. What visually happens and the rotational axis values are often useless and inconclusive. (x and z axises are combined based on whatever the quaternion algorithms say to do and whatnot). In my above attempt (with ...