New bone control system,not working for me!

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
irruser
Posts: 34
Joined: Thu Jul 26, 2007 10:18 am
Location: Scotland

New bone control system,not working for me!

Post by irruser »

am i using this right?

Code: Select all

	IAnimatedMeshSceneNode*node=smgr->addAnimatedMeshSceneNode(mesh,0,-1,vector3df(0,0,0),vector3df(0,0,0),vector3df(.5,.5,.5),false);
	IBoneSceneNode*bone=node->getJointNode("joint2");
	node->setMaterialTexture(0,driver->getTexture("../../media/wall.jpg"));
	node->getMaterial(0).DiffuseColor.set(255,0,0,200);
	node->setMaterialFlag(EMF_LIGHTING,false);
	matrix4 mat;
	mat.setRotationDegrees(vector3df(50,60,70));
	bone->setAbsoluteTransformation(mat);
and when i apply my transformations the bone doesnt move at all it just stays the same..im also calling node->animateJoints() during rendering.
please help thanks!
abraham
Posts: 30
Joined: Wed Jul 19, 2006 8:56 am

Post by abraham »

i dont know if this has to do with it but are you using b3d. or x. to export the bones?
n7600gt 256mb ram 128bit
AMD 3200+
GA-K8NF-9 gigabyte
Luke
Admin
Posts: 449
Joined: Fri Jul 14, 2006 7:55 am
Location: Australia
Contact:

Post by Luke »

I was writing a tutorial, hopefully it helps:


http://www.irrlicht3d.org/wiki/index.ph ... tionSystem
i dont know if this has to do with it but are you using b3d. or x. to export the bones?
The format used doesn't matter with the new animation system
Post Reply