New Animation System for Irrlicht
md3 is more quality than md2, and yet can be used exactly as an md2, but with smooth interpolation, better limits, better shading, etc.
and yup, while you make it with bones and weights, if you wish, in yor 3d tool, the actual format is vertex animation.
Beware those UV creases,(will be your smoothing creases also, sadly) where you put them, as unless the engine force later a fix on the model (is a format limit, not an engine duty, tho) to weld the model, the control over normals could be lost.
yep, you see now why we really needed solid bones and weights solid animation system....All these problems are not there with the better formats like b3d and md5.
and yup, while you make it with bones and weights, if you wish, in yor 3d tool, the actual format is vertex animation.
Beware those UV creases,(will be your smoothing creases also, sadly) where you put them, as unless the engine force later a fix on the model (is a format limit, not an engine duty, tho) to weld the model, the control over normals could be lost.
I've seen in other engines, is like position other entity, they treated it like that, am told..1. i m not able to position it.
if rotated as entity...2. i m not able to rotate it.
At least in art tools, once applied the weights, would be a problem. Scaling at export time, once is an md3, is also a problem , often. Indeed, last time I checked, md3 exporter of blender, had accuracy prob with the vertices (reminds me one of strongest probs of md2: trembling of vertices...as it did used only small numbers (integers?) for positioning them had no accuracy, problem out in md3) solution I found was trying changing in the python script to several scale values till it exported something quite similar, yet not 100%.3. i m not able to scale it.
yep, you see now why we really needed solid bones and weights solid animation system....All these problems are not there with the better formats like b3d and md5.
quick solution: tel you artist to give an anim per action: ie, attack, another is walk, etc. And you play them when needed. If you mean you can't either control thenº of times is played, or cant stop them, that's another thing, but surely you can.4 and i cannot control the animation..it just keep on playing the full animation again and again..
Finally making games again!
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http://www.konekogames.com
In my last tests I had problem with setting props. I add the props with propNode->setParent(boneNode).
First problem is that the position of the propss aren't quite right in the transitions, they move like they have an offset.
Second problem: when I rotate or move the bone by myself, its child (i.e. the prop) doesn't update instead of rotating/moving too. The JointMode is EJUOR_CONTROL, I manipulate the bone after animateJoints() - the mesh is behaving correctly, only the prop doesn't act as it should.
First problem is that the position of the propss aren't quite right in the transitions, they move like they have an offset.
Second problem: when I rotate or move the bone by myself, its child (i.e. the prop) doesn't update instead of rotating/moving too. The JointMode is EJUOR_CONTROL, I manipulate the bone after animateJoints() - the mesh is behaving correctly, only the prop doesn't act as it should.
we worked it out on irc but for others,
Yeah, seems the absolute positions wasn't updated, try the svn now, if it's good, it should be ok to fix for 1.4First problem is that the position of the propss aren't quite right in the transitions, they move like they have an offset.
update the absolute positions of the moved bone.Second problem: when I rotate or move the bone by myself, its child (i.e. the prop) doesn't update instead of rotating/moving too. The JointMode is EJUOR_CONTROL, I manipulate the bone after animateJoints() - the mesh is behaving correctly, only the prop doesn't act as it should.
I got a question about new animation system.
Currently are removed some useful functions from .x mesh implementation like:
-getAnimationCount();
-getAnimationName (s32 idx);
-setCurrentAnimation (const c8 *name);
I checked 1.4 code an found this:
AnimationName is local variable?? Uselessly.
in CXFileReader and CXAnimationPlayer.
But in 1.4 this was removed from CXMeshFileLoader.
So, my question is whether implementation of these useful methods are planned for new animation system??
Thanks.
Currently are removed some useful functions from .x mesh implementation like:
-getAnimationCount();
-getAnimationName (s32 idx);
-setCurrentAnimation (const c8 *name);
I checked 1.4 code an found this:
Code: Select all
bool CXMeshFileLoader::parseDataObjectAnimationSet()
{
#ifdef _XREADER_DEBUG
os::Printer::log("CXFileReader: Reading animation set");
#endif
core::stringc AnimationName;
if (!readHeadOfDataObject(&AnimationName))
{
os::Printer::log("No opening brace in Animation Set found in x file", ELL_WARNING);
return false;
}
Code: Select all
In old 1.3 version we have
struct SXAnimationSet
{
core::stringc AnimationName;
core::array<SXAnimation> Animations;
};
But in 1.4 this was removed from CXMeshFileLoader.
So, my question is whether implementation of these useful methods are planned for new animation system??
Thanks.