Hey just a quick question.
Im working on a project and would like to know if it is more difficult working with animated mesh objects in Irrlicht, or if an animated character with bones is harder. I need the felxibility and complex animation I can only do with bones (using 3ds max), and would like to know if it is harder for a programmer to import animated bones meshes rather than just animated mesh data (like md2 format). I would be using .x format for the bones character.
-Bartek
What is harder - Character with bones or animated mesh
Look here:
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=16998
It might help answer your question.
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=16998
It might help answer your question.
actually i was using the produre tudorial and the whole thing work except my animations.im new to all the animation stuff but when i use key by fram to animate my lara and then use 'save animation' to save it under xml and then exported it to panda. tried it in meshviewer,it wont animate:(
n7600gt 256mb ram 128bit
AMD 3200+
GA-K8NF-9 gigabyte
AMD 3200+
GA-K8NF-9 gigabyte
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Re: What is harder - Character with bones or animated mesh
Bone animation is pretty much standard nowadays for animating characters.Bartek wrote:Hey just a quick question.
Im working on a project and would like to know if it is more difficult working with animated mesh objects in Irrlicht, or if an animated character with bones is harder. I need the felxibility and complex animation I can only do with bones (using 3ds max), and would like to know if it is harder for a programmer to import animated bones meshes rather than just animated mesh data (like md2 format). I would be using .x format for the bones character.
-Bartek
You shouldn't worry about how the programmer will do it. In case of Irrlicht that has been taken care of. The only thing the programmer will do is load the mesh and use it.
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Te he
I think for a new programmer like my self md2 would be easier, simple because all of the tutorials that use animations use .md2. However, if they do the proper research they will find out it is just as easy to do animations with the .x
The hardest part about .x is not actually using it in irrlicht, but rather exporting it from such popular programs like 3D Studio max in a useable manor. 3D Stuio uses character studio (bipeds [as well as bones]) which are aplied to meshes via the physic modifier, and irrlicht needs it in as a skin modifier. So you have to export it in the . fbx format (which transfers the animation data from biped info over to a bone structure with keys) then into the .x format where irrlicht can properly use the animated mesh. If this mesh is properly exported then Yes they are just as easy to use for us, If not they No they are a big hassle!
I hope my $0.02 was helpful to you, Good luck there mate!
The hardest part about .x is not actually using it in irrlicht, but rather exporting it from such popular programs like 3D Studio max in a useable manor. 3D Stuio uses character studio (bipeds [as well as bones]) which are aplied to meshes via the physic modifier, and irrlicht needs it in as a skin modifier. So you have to export it in the . fbx format (which transfers the animation data from biped info over to a bone structure with keys) then into the .x format where irrlicht can properly use the animated mesh. If this mesh is properly exported then Yes they are just as easy to use for us, If not they No they are a big hassle!
I hope my $0.02 was helpful to you, Good luck there mate!
Re: Te he
You are correct about the need to go through *.fbx is to turn a CS Biped into Bones.harukiblue wrote:3D Stuio uses character studio (bipeds [as well as bones]) which are aplied to meshes via the physic modifier, and irrlicht needs it in as a skin modifier. So you have to export it in the . fbx format (which transfers the animation data from biped info over to a bone structure with keys) then into the .x format where irrlicht can properly use the animated mesh.
However, in regards to the skinning:
Max does have a Skin Modifier(since version 8 ) which works well with bones or bipeds, but even still the Physique Modifier will work just fine when exported to X and opened in Irrlicht.
Best workflow to go directly from Max to an X file that Irrlicht will be happy with is to create the bones yourself, rather than using a biped.
And honestly, creating bones in Max is FAST and EASY and much less of a headache than exporting through various formats.
Personally, I can't stand the CS Biped. The only good thing about it is that Motion Capture can be loaded directly into it. Adding MoCap to a custom rig isn't to dificult though.
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