Custom Skeletal Animation

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SadWolf
Posts: 4
Joined: Tue May 15, 2012 5:06 pm

Custom Skeletal Animation

Post by SadWolf »

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 :wink:
SadWolf
Posts: 4
Joined: Tue May 15, 2012 5:06 pm

Re: Custom Skeletal Animation

Post by SadWolf »

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)
StinkyCat
Posts: 7
Joined: Thu Jun 28, 2012 12:03 pm

Re: Custom Skeletal Animation

Post by StinkyCat »

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)
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.
So the question is how did you know the joint names?

thanks! :)
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