How to use the class IAnimatedMeshX

If you are a new Irrlicht Engine user, and have a newbie-question, this is the forum for you. You may also post general programming questions here.
Post Reply
The BasheR
Posts: 73
Joined: Thu Apr 05, 2007 7:01 pm
Location: France
Contact:

How to use the class IAnimatedMeshX

Post by The BasheR »

Hi all,
for my program i use .x models, and i've just seen that a class called IAnimatedMeshX exists, but i don't know how to use it to animated my model.

Can you help me with an example of code using this class?

Thanks a lot
When you want you can!
Quand on veut on peut!
Acki
Posts: 3496
Joined: Tue Jun 29, 2004 12:04 am
Location: Nobody's Place (Venlo NL)
Contact:

Post by Acki »

You don't need to use it...
You load all meshes the same way (like in the tutorials) and Irrlicht decides what format should be used then !!! ;)
if you load a X-model Irrlicht uses IAnimatedMeshX and if you load (for example) a md2-model Irrlicht uses IAnimatedMeshMD2 and so on...
while(!asleep) sheep++;
IrrExtensions:Image
http://abusoft.g0dsoft.com
try Stendhal a MORPG written in Java
Saturn
Posts: 418
Joined: Mon Sep 25, 2006 5:58 pm

Post by Saturn »

The BasheR, if you meant to ask, how to use the interface to manually animate the bones, then the answer is: you can't yet.
The BasheR
Posts: 73
Joined: Thu Apr 05, 2007 7:01 pm
Location: France
Contact:

Post by The BasheR »

Ok thank you for your answers.
When you want you can!
Quand on veut on peut!
Nextor
Posts: 35
Joined: Wed Feb 16, 2005 9:06 am
Location: Madrid, SPAIN

Post by Nextor »

Well, don't know if that's is what you were asking but I only wanted to mention that, if you want to use the specific functions for X meshes, you need to make a cast conversion to the pointer that getMesh provides, i.e:

Code: Select all

yourXMeshPointer = (irr::scene::IAnimatedMeshX*) sceneManager->getMesh(meshFileName);
Well, it's a basic matter but just in case you didn't know... :lol:
Get away from her, you B*TCH !!! - Ellen Ripley
Post Reply