Is there a way that I could load multiple animation file to apply to single mesh that is having a skeleton (rigged) inside Irrlicht?
From what I see right now, the mesh will have the animation directly inside, so for a walk, run or anything else, we have to create all the animation inside the single file and play from ranges.
Is there a way, I could have a rigged character, then load a walk cycle to apply to it for a specific set? This would be easier when we want to rework the animation again (expanding the frames, etc.)
Source SDK allow this by using a feature called "bonemerge" that merge the bone info from the 2 meshes and keep only the animation for the animation file.
Multiple animation file over a single mesh?
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- Posts: 1638
- Joined: Mon Apr 30, 2007 3:24 am
- Location: Montreal, CANADA
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wow! I did not know that we already had that feature!! Great!
So with this I should be able to create a reference mesh and create animations sets for it.(walk, run, jump, etc.) (A set of animation could then be applied to a lot of characters using the same bone set)virtual bool irr::scene::ISkinnedMesh::useAnimationFrom ( const ISkinnedMesh * mesh ) [pure virtual]
Use animation from another mesh.
The animation is linked (not copied) based on joint names so make sure they are unique.