Changing animations run time(.X format)

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itzjac
Posts: 57
Joined: Fri Nov 17, 2006 7:41 pm
Location: Mexico City

Changing animations run time(.X format)

Post by itzjac »

Hello, could someone point me to the right direction on how to achieve a change in the animation during run time.
Am using the Panda exporter for 3DMax, I have no problems with my animated file, it is working.
I want to create a simple animated character which already idles but now I want it to be controlled by moving, how can I set the node to change the animation state?

I can see an issue with the set of animations I have, let me explain you what assets do I have and how they are organized.
The artist started creating the idle, is the only one that includes an skinned mesh, the rest of the animations (located in separated model files) only have the skeleton. For the engine he used those assets, it was assumed the skinned mesh is taken from the first and applied to rest. Is it possible to work like that with Irrlicht re-using the skinned mesh and changing the skeletal animation?
Or is it easier that everything must be in one file using different key ranges for each movement? I guess this way one can select the keyframe range using the instruction, that sounds a waay easier

Code: Select all

 
node->setFrameLoop(10, 50);
 
Any advice or help?
Mel
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Joined: Wed May 07, 2008 11:40 am
Location: Granada, Spain

Re: Changing animations run time(.X format)

Post by Mel »

For the moment, Irrlicht doesn't support separate animation data from an animated model. I'd put all the animations together in the file, and use them in a single model, and then i'd use the setFrameLoop and animation end callbacks. There is, not obstant, a way to use animation data from other animated meshes, but it becomes the same issue. so, it is best to put all the animations together, and work like that.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
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