converting

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fullforce
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Joined: Sat Jun 03, 2006 5:23 pm

Post by fullforce »

so I can get rid of the animation line all together?

btw the animation is named EMAT_STAND do you have to name and run each animation individually? (simple question, just confirming)
monkeycracks
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Post by monkeycracks »

Nope, don't need the Md2 line of code and you don't have to name them... you can do this :

node->setFrameLoop(firstnumber, lastnumber*80); (I think it's *'s 80)
node->setAnimationSpeed(80);

That's what I use I think, I can't check right now but if it doesn't work let us know.
Luke
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Post by Luke »

It should be:

node->setFrameLoop(firstnumber*100, lastnumber*100);

node->setAnimationSpeed(framesPerSecond*100);

the *100 bit is a hack I made for smother animations
fullforce
Posts: 55
Joined: Sat Jun 03, 2006 5:23 pm

Post by fullforce »

When I replaced
node->setMD2Animation ( scene::EMAT_STAND );
with
node->setFrameLoop(firstnumber*100, lastnumber*100);

node->setAnimationSpeed(framesPerSecond*100);

(with the numbers) it gave me a error on the line, did I miss something?

P.S. I tried adding in a simple rotation, and it failed to load in both the .x and .b3d formats. Is there some option I missed here?
Luke
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Post by Luke »

firstnumber, lastnumber, and framesPerSecond is meant to be replaced with numbers.
fullforce
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Post by fullforce »

I had, but I was wondering if theres a correct way to export it into .x format? Does the frame rate have to be the same as the rate in Max? (I set them the same when I tried it.)
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