Mesh swapping in realtime

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Murloc992
Posts: 272
Joined: Mon Apr 13, 2009 2:45 pm
Location: Utena,Lithuania

Mesh swapping in realtime

Post by Murloc992 »

Hello, I need some advices regarding mesh swapping, or even mesh editing in realtime.

First I will explain what I want to achieve.

Let's say I have a skinned mesh model in my game. During the game I can get new items and change them(no, it's NOT MMORPG), let's say I get new boots and I change the model part from bare feet to the boots model but I want to keep the boots skinned so they can keep the animation. Same goes with the body mesh and so on.

Everything is armature weight painted. Was trying to export the model with separate mesh buffers and I failed since the exporter exported the animations 6 times (each for hair,head,body,hands,legs and feet) and ofcourse resulted in bigass filesize and corruption. And other time I tried joining the mesh together, everything gone smooth BUT I don't know how to swap the parts and keep the skinning the same. Does anybody know any articles about this or got any tips/advices? I was thinking about mesh buffers but I don't know how to achieve what I want..
Murloc992
Posts: 272
Joined: Mon Apr 13, 2009 2:45 pm
Location: Utena,Lithuania

Post by Murloc992 »

BUMP.
BlindSide
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Post by BlindSide »

Check out scene::ISkinnedMesh::useAnimationFrom it can probably help you.

So you would have unanimated versions of your items (But rigged, just one keyframe!) and a single mesh containing the animation, which is rigged to the same bones.
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Murloc992
Posts: 272
Joined: Mon Apr 13, 2009 2:45 pm
Location: Utena,Lithuania

Post by Murloc992 »

BlindSide wrote:Check out scene::ISkinnedMesh::useAnimationFrom it can probably help you.

So you would have unanimated versions of your items (But rigged, just one keyframe!) and a single mesh containing the animation, which is rigged to the same bones.
Now that's a killer idea! :shock:

So if I keep bone names the same they should work with mesh remaking and animations?
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