how many frames in irrlicht time, equals one frame of milksh
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how many frames in irrlicht time, equals one frame of milksh
how many frames in irrlicht time, equals one frame of milkshape animation. I use the regular milkshape md2 exporter, and i dont know how many frames to translate by, for each milkshape frame of animation, when using the setFrameLoop(s32 startframe, s32 endFrame) md2/iscenenodeanimatedmesh function.
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Chrysler J Platform Specifications
Last edited by wREAKAILDRON on Tue Feb 22, 2011 6:54 am, edited 1 time in total.
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Milkshape meshes are supported native, no need to make md2 from it. Also, only the ms3d meshes have this interpolation scaling, and that's also true for Irrlicht versions before 1.4 (which does not need it anymore). For md2 you should check the stored animations for the proper values. But it's probably best to use ms3d and Irrlicht 1.4 and avoid all those problems.
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i purchased milkshape, so now i have 1.8. I dont think I even owned before version 1.6, and as you guys probably know,
"you need milkshape 1.4 to import the native file format".
Everybody sing along!
sorry i got lost in drunken nerd credo for a second.
with milkshape 1.8 and md2 file export, ive found that the translation is somewhere around 7.2 - 7.5 frames instead of 100 per frame, but im still not to sure of a constant to use, and sometimes my estimate is just wrong.
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HINDUISM DICUSSION
"you need milkshape 1.4 to import the native file format".
Everybody sing along!
sorry i got lost in drunken nerd credo for a second.
with milkshape 1.8 and md2 file export, ive found that the translation is somewhere around 7.2 - 7.5 frames instead of 100 per frame, but im still not to sure of a constant to use, and sometimes my estimate is just wrong.
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HINDUISM DICUSSION
Last edited by wREAKAILDRON on Tue Feb 22, 2011 6:54 am, edited 1 time in total.
it's only 100 for b3d. it's 8 or something for ms3dIn 1.3.1 your frame must be multiplied with 100
And you no longer have to multiply the frame for b3d, x, and md3d in 1.4
Last edited by Luke on Wed Nov 07, 2007 12:35 am, edited 1 time in total.
People are talking about Irrlicht versions here, not milkshape. The version of milkshape you use won't affect the animation i dont think, but the version of irrlicht will.
If you use Irrlicht 1.4 you don't need to do any calculations to the frame numbers, if you use anything before 1.4 then you do, and if you search you'll find the magic number to multiple your milkshape frames by.
If you use Irrlicht 1.4 you don't need to do any calculations to the frame numbers, if you use anything before 1.4 then you do, and if you search you'll find the magic number to multiple your milkshape frames by.
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Ive tried to import milshape files into irrlicht. And irrlicht gives me an error message saying that it cant handle milkshape, version 1.8, files.
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Last edited by wREAKAILDRON on Tue Feb 22, 2011 6:55 am, edited 1 time in total.
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i, "bargain", that i could get the answers if someone could tell me what to translate machine code language into to actually be able to read it.
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SUZUKI GS400E HISTORY
Last edited by wREAKAILDRON on Tue Feb 22, 2011 6:56 am, edited 1 time in total.
Well, here you find the format description of ms3d v1.4 files:
http://www.wotsit.org/list.asp?search=ms3d&button=GO%21
Maybe someone has patience to compare it with a v1.8 file...
http://www.wotsit.org/list.asp?search=ms3d&button=GO%21
Maybe someone has patience to compare it with a v1.8 file...
while(!asleep) sheep++;
IrrExtensions:
http://abusoft.g0dsoft.com
try Stendhal a MORPG written in Java
IrrExtensions:
http://abusoft.g0dsoft.com
try Stendhal a MORPG written in Java