Panda X-file alpha animation

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kaliber
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Panda X-file alpha animation

Post by kaliber »

my animation has opacity animation, but after exported to x-file the the opacity won't animate

is panda support animated opacity ?
Lonesome Ducky
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Post by Lonesome Ducky »

I'm pretty sure that x-files can not save animated opacity. Only skeletal animation, but if they can then irrlicht certainly does not load it.
bitplane
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Post by bitplane »

Yeah, our joint-based "skinned" meshes support rotation, translation and scale keys. Colour change keys aren't possible with these formats, I'd imagine that it would make more sense to support these in a vertex-based morph animation (though not sure if MD3, MD2 or HL1 formats support this).
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hybrid
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Post by hybrid »

Either b3d or ms3d supports it (I think it's the latter). but we don't support it. Not sure if it would be too much of a problem to add this, though.
kaliber
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Post by kaliber »

but irrlicht cant read b3d with multiple animation

CMIIW

i need both multiple animantion and alpha animation
hybrid
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Post by hybrid »

Which animations are not laoded in b3d? Can you give an example file? Are you sure we didn't fix that recently?
fmx

Post by fmx »

out of curiosity, I would think "alpha-animations" work by keyframing vertex colours right?

I might be going OT here a little
Sometimes I wonder if irrlicht shouldn't have its own internal uber animated model format spec, alongside all the generic loaders.

the irrmesh format could be a fair starting point, so at the very least, have the devs ever considered expanding it to handle keyframe data?
hybrid
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Post by hybrid »

I always hoped for Niko extending the format, as he was also the one inventing it. Also a binary version would be required, which does a better job in terms of speed and space. I don't actually have the need for such a format. And I can't assess if it would really be benefitial. But adding a loader once the format is specified wouldn't be too much of a problem.
fmx

Post by fmx »

hmm
ofcourse a binary format would be ideal, generally the data would just be a straight dump of how irrlicht would store it internally for rendering, simplifying the process of loading third-party formats because they wouldn't have to manipulate the scene manager directly, all they would do is to convert the data from their own file syntax to the natural irrlicht spec, and the irrlicht-format loader would take care of the actual node, buffer and texture creation steps

I'm just throwing it out there since nobody else seems to have thought along these lines (or if they have, I haven't come across it)
kaliber
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Post by kaliber »

-another question

in my .X file there is three animated mesh
how to select and set position one of them without affect the other ??

:roll: :roll: :roll:
Bear_130278
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Post by Bear_130278 »

Make each mesh separate file-sceneNode
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