I'm past using the engine with your demos and am investigating how I can alter bone scales of bipeds when skeletal animations are re-used amongst my 3D players; all the human players will look different but have the same basic animations.
Hence, I have a number of questions to make sure I'm on the right track:
- - Do all the bone lengths of the target skeleton have to be the same lengths as the animated source skeleton?
- In part relation to the first question, is it even possible to manually change the length of a imported model's bones&mesh in irrlicht?
- If so, how, and would this break either the target skinned mesh model or the target's use of the source skeletal animation?
Cheers All,
Interfiction
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Forum help for skeletal/skinned animation beginners:
Using skinned mesh animations (Luke)
Skinned Mesh Class heirarchy (Luke)
Attaching meshes together (eg. hair to head)
updateAbsolutePosition of attached node
Cloning animated meshes
Merging skinned meshes
Manually moving joints during animation
Manual animations of skeletons (xray's code)
Added clothes need a skeleton too
Clothing cache