I modelled a character in blender and now I'd like to use it in Irrlicht.
The special thing about that model is, it has rigged armatures (only partially for the legs as you will notice, but that's enough for a start to test whether import/export works) but NO animations (I think about doing them purely in irrlicht with code by placing the bones accordingly, I'm yet undecided about that).
Now when exporting that model from blender to .b3d using an improved version of Gandaldf's .b3d exporter and importing it into Irrlicht, I have trouble to obtain a bone named "legL_U". I just get a NULL pointer (in Irrlicht 1.7.1).
Code: Select all
IAnimatedMesh* mesh = smgr->getMesh("data/girl.b3d");
if (!mesh) {
dev->drop();
return 1;
}
IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode(mesh);
if (!node) {return 1;}
node->setMaterialFlag(EMF_LIGHTING, true);
node->setMaterialFlag(EMF_ANISOTROPIC_FILTER, true);
//node->setTransitionTime(1.0f);
//node->setJointMode(irr::core::EJUOR_CONTROL);
IBoneSceneNode* leg_node = node->getJointNode("legL_U");
//leg_node is now NULL
I really don't know what I'm doing wrong (also I'm a bloody beginner with bones), so any help would be appreciated. Basically, I simply want the bones to be in Irrlicht so I can mess around with them and animate the model with the help of them (without actually adding any animation frames to the model file itself, just raw bones).