Hi all!
I was trying to create a customizable game where the user can modify the character...
I was thinking how to modify the main character model animation...
I have 2 ways
1) modify the animation with an external program that has animation editing support
2) create a new skeletal system
My problem is that during the game the character does some movements that are based on the ambient ( example: head orientation )
but some movements should be made by an modeller ( exmple: the torso movement for a punch )
Should I create a skeletal system from scratch without model-based animation using irrlichts joint and bones classes?
In this way how does the animation keyframe work? should i save the joint position for every frame?
thanks for any ideas that will help
Custom Skeletal Animation
Re: Custom Skeletal Animation
I've learnt that I can set single joint position after node->animateJoints();
So i can set the head position using model based animations (.b3d)
So i can set the head position using model based animations (.b3d)
Re: Custom Skeletal Animation
Hey SadWolf. I wanted to work with .b3d, but while in a .x I can read the file with a text editor and know the joint names, in a .b3d I can't do that.SadWolf wrote:I've learnt that I can set single joint position after node->animateJoints();
So i can set the head position using model based animations (.b3d)
So the question is how did you know the joint names?
thanks!