I am new and have studied this engine for several weeks.
I have planned to make a game which allows players to customize their own characters, so that characters may have different hair styles, clothes, or even torso...
I have read through all those tutorials, and i know that the engine supports skeletal animation.
but the problem is it didn't mention about how to attach a mesh onto a skeleton.
So my question is:
Is it possible to save meshes and skeletons into seperate files,
and then attach a mesh onto a skeleton at runtime?
I am not meaning to attach an object onto a joint point, like a weapon holding on a hand.
What I mean is to apply the mesh as a "skin" for the skeleton, so that the "skin" will be deformed according to the skeletal animation.
To be more specific, the following picture is the result I want:
Hope somebody could help.
How can I attach a mesh onto a skeleton?
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that's some nice art comicsteam!
I don't think its possible to save skeleton and mesh (skin) data in seperate files, BUT you can still do it in Irrlicht
As long as the Skeleton data doesn't change, you could export out your Character (mesh + skin) data in one file, then in another file export out ONLY the Animated skeleton (no mesh), and finally in Irrlicht import both files and just apply the animation data to the Character
you could easily then use ANY Character (mesh + skin data) with the animation-data, as long as the Skeleton is the same (same joint names and heirarchy)
best of luck actually getting a workable export-import pipeline though
I don't think its possible to save skeleton and mesh (skin) data in seperate files, BUT you can still do it in Irrlicht
As long as the Skeleton data doesn't change, you could export out your Character (mesh + skin) data in one file, then in another file export out ONLY the Animated skeleton (no mesh), and finally in Irrlicht import both files and just apply the animation data to the Character
you could easily then use ANY Character (mesh + skin data) with the animation-data, as long as the Skeleton is the same (same joint names and heirarchy)
best of luck actually getting a workable export-import pipeline though
Great art comicsteam
I'd like to see a tutorial on how to add bones to a mesh, I've wondered but fortunately never been in a position where I need to actually to it
I'd like to see a tutorial on how to add bones to a mesh, I've wondered but fortunately never been in a position where I need to actually to it
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Re: How can I attach a mesh onto a skeleton?
i think know!comicsteam wrote:I am new and have studied this engine for several weeks.
I have planned to make a game which allows players to customize their own characters, so that characters may have different hair styles, clothes, or even torso...
I have read through all those tutorials, and i know that the engine supports skeletal animation.
but the problem is it didn't mention about how to attach a mesh onto a skeleton.
So my question is:
Is it possible to save meshes and skeletons into seperate files,
and then attach a mesh onto a skeleton at runtime?
I am not meaning to attach an object onto a joint point, like a weapon holding on a hand.
What I mean is to apply the mesh as a "skin" for the skeleton, so that the "skin" will be deformed according to the skeletal animation.
To be more specific, the following picture is the result I want:
Hope somebody could help.