Model Join

If you are a new Irrlicht Engine user, and have a newbie-question, this is the forum for you. You may also post general programming questions here.
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gamerfan
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Joined: Mon Nov 30, 2009 9:28 am

Model Join

Post by gamerfan »

Hi,
How can I use getJoin("somename") of AnimatedMeshSceneode.Please provide link with an example, if possible.

Thanks in advance
hybrid
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Post by hybrid »

The thing is called joint, and so is the method. Maybe that's your problem?
gamerfan
Posts: 43
Joined: Mon Nov 30, 2009 9:28 am

Model Join

Post by gamerfan »

Yes.Sort of.I have two .md2 models.One is enemy model and other one is a weapon.Both having its own animations.
I need to attach weapon model to hands of the enemy model.How to do that
sudi
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Post by sudi »

md2 models don't have bones...so no joints
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gamerfan
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Post by gamerfan »

But, I have seen one FPS game they are using with these models only and there weapon attach to .md2 model.But I do not have any source code for that.so I have taken the .md2 model from that demo game only.
hybrid
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Post by hybrid »

md2 models usually come with wepon models which are animatd "in sync". So you can just add the weapon to a certain character, and the animation ranges need to be set to the same values. This is nowhere near the use of joints, but it looks also quite good (if both models match).
gamerfan
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Post by gamerfan »

thabnks hybrid.
I have been trying out with those .md2 model to get those "sync"
movements.But not able to get the exact frame rates.
Is there any way we can come to know the frame name or number at the
time of animation? I used MeshViewer that is coming along with tutorial,but
no luck.so is there any .md2 model editor that can do this job?
hybrid
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Post by hybrid »

Don't know, md2 is such an old format...
Lonesome Ducky
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Post by Lonesome Ducky »

If you want the animations to match, you'll find it's best to actually start with a model that has joints, then animate both the weapon and character with those joints, then convert them to md2. That way you'll know the animations are spot on. Or you could still do frame based, but animate the weapon and character together, but this leads to more inaccuracy.
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