Mesh animation

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prchakal
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Mesh animation

Post by prchakal »

Hi.

I have a mesh model that have some animations with the names ('walk', 'attakc', 'die').

How i can change my model animation by code with irrlicht?

Ty
omar shaaban
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Post by omar shaaban »

well it seems you didn't read irrlicht tutorials
anyway all irrlicht needs to know is the animation beginning and ending frame
and to play the animation(ex walk which begins at frame 30 and ends at frame 75) all u need to do is this :

Code: Select all

                node->setFrameLoop(0, 14);
               
and to set animation speed:

Code: Select all

 node->setAnimationSpeed(15);
reference: irrlicht tutorial no 4
prchakal
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Post by prchakal »

Is sure that i read and try set de frameloop, but nothing change.
Ravi08
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Post by Ravi08 »

If u hav tried the above code, r u sure that the file type of ur animation is supported by Irrlicht
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Adler1337
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Post by Adler1337 »

I have a mesh model that have some animations with the names ('walk', 'attakc', 'die').
You can only have one animation. In order to have different actions you just keep adding frames for the one animation.
multum in parvo
prchakal
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Post by prchakal »

Hi.

The file is supported, i see the model, is a ninja, but it is stand and stoped.

You can download the game preview and the model here:

http://www.prsolucoes.com/downloads/evangel-debug.zip

The ninja model that i talk about is in the path 'dados/modelos/ninja.mesh'

Can you test for me?
Adler1337
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Post by Adler1337 »

.mesh??? .skeleton???? :? I'm thinking that's your problem. Try exporting to .x, .ms3d, or .b3d.
multum in parvo
prchakal
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Post by prchakal »

Thanks for response.

And it accept keyframe animation (ms3d)?

I can define the frameloop (start, end)?
Adler1337
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Post by Adler1337 »

And it accept keyframe animation (ms3d)?
If by "keyframe animation" you mean skeletal animation, then yes.
I can define the frameloop (start, end)?
yep
multum in parvo
prchakal
Posts: 58
Joined: Thu Sep 24, 2009 12:31 am

Post by prchakal »

Hi, here is my game prototype.

Basic but im progressing:

http://www.prsolucoes.com/downloads/evangel3d.exe
hybrid
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Post by hybrid »

Just to add some more info about .mesh and .skeleton: We don't support ogre animations so far, but any patches are welcome which change this problem
starsgt
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Re: Mesh animation

Post by starsgt »

Along the lines of "node->setFrameLoop(x,y)", will this code work for the files of .3ds?
darksmaster923
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Re: Mesh animation

Post by darksmaster923 »

.3ds files don't support animation.
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starsgt
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Joined: Tue Jun 29, 2010 3:49 pm

Re: Mesh animation

Post by starsgt »

I see. In that case, is there any way you can work animation with 3ds max files? Perhaps save as a different file format?
Cube_
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Re: Mesh animation

Post by Cube_ »

export to b3d
it's simple. and if 3ds MAX xan't do that. import the 3ds file in blender and export as b3d
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