Please Help: Using Data Glove to manipulate a virtual hand

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kxiaocai
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Joined: Tue Nov 03, 2009 1:46 pm
Location: Beijing, China

Please Help: Using Data Glove to manipulate a virtual hand

Post by kxiaocai »

Hi, everyone!

I am working on a small project that manipulate a virtual hand with a data glove(5DT).

I have already have a C# version without using the engine, and for some reason, now I have to do it with the Irrlicht Engine.
And I am new to the Engine.

The question is:
Could someone give me some advice on the project?(mainly about skeletal animation)
It seems that the Engine only read some specific types of meshes, but I defined the mesh format by myself, Can I reuse it in the Engine?

Anyone know? Am I not being clear enough with my description? Any help would be appreicated. :)
hybrid
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Post by hybrid »

Yes, you can create a CSkinnedMesh manually. Maybe check one of the skinned mesh loaders (b3d or ms3d probably, or check the irrExt example, where also some mesh formats use CSkinnedMesh). You need to create the geometry, the joints, and the weights. After that you can manipulate joints manually by getting a pointer to the joint and altering e.g. the rotation of that joint.
kxiaocai
Posts: 4
Joined: Tue Nov 03, 2009 1:46 pm
Location: Beijing, China

Post by kxiaocai »

hybrid wrote:Yes, you can create a CSkinnedMesh manually. Maybe check one of the skinned mesh loaders (b3d or ms3d probably, or check the irrExt example, where also some mesh formats use CSkinnedMesh). You need to create the geometry, the joints, and the weights. After that you can manipulate joints manually by getting a pointer to the joint and altering e.g. the rotation of that joint.
Thanks a lot for your reply.
I'll check the IrrExt to find some hints.
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