Hi, i'm a c++ experienced programmer and i've just discovered irrlicht. I have no idea about 3d design ( well, just a little ) and I want to know some things.
I've got 3ds max and i want to create my models with it.
How can i make animations for my game?
How can i resize the models in irrlicht so they have the correct size in screen?
thanx a lot.
3ds doubt
to make the animations for ingame, you would need to animated them in your 3d modelling program. check your manual for more info on how to do that
for changing the scale in irrlicht:
node is the name of your ISceneNode in your code, and all you have to do is obviously change the 1 to change the scale
for changing the scale in irrlicht:
Code: Select all
node->setScale(core::vector3df(1,1,1));-
victor spain
thanks, but...
what i ask is how i save the animation like "animation" itself, for example if i want to do skeletal animation in irrlicht..
Do i have to save multiple animations for a character in multiple files or can i save them in only one file???
sorry, i'm very newbie in that terms
Do i have to save multiple animations for a character in multiple files or can i save them in only one file???
sorry, i'm very newbie in that terms
*.x format would allow you fairly well (if you follow the docs) for human single object deformation animation.
*.md2 is possible. Look at the two links in my sig, somwhere there is linked or even uploaded the old freeware qtip max plugin, the one which is not limited, which works in max4,5 and probably 6, but is not half as good as today' comercial version, but yet quite usable.
*.ms3d and .txt (milkshape ascii) if u aim to animate separated rigid parts like a robot, mech, tank, airplane...that need linked parts animation, rotation,etc.
Dunno if fully works this one in irrlicht.the other two pretty sure that yes they do
*.md3 .Use max exporter from mojo.gmaxsupport.com (theres also a great script for gmax) Its the best exporter.
U need an md3 loader, i think there are two for irrlicht...
md2 , good for rts games with lotsa characters, seen at a distance (as no good quality from near) as are lightweght for cpu.
md3, ok for fps , speciallly imho the one-pieec only type (alla md2)
better quality in gx than md2
both md2 and md3, to huge in hd memory, no good for many frames and many animations...both need uv mapping seams be hidden in 3d unseen parts, as they create smoothing seams.
Digo yo que alguno te servirá...
*.md2 is possible. Look at the two links in my sig, somwhere there is linked or even uploaded the old freeware qtip max plugin, the one which is not limited, which works in max4,5 and probably 6, but is not half as good as today' comercial version, but yet quite usable.
*.ms3d and .txt (milkshape ascii) if u aim to animate separated rigid parts like a robot, mech, tank, airplane...that need linked parts animation, rotation,etc.
Dunno if fully works this one in irrlicht.the other two pretty sure that yes they do
*.md3 .Use max exporter from mojo.gmaxsupport.com (theres also a great script for gmax) Its the best exporter.
U need an md3 loader, i think there are two for irrlicht...
md2 , good for rts games with lotsa characters, seen at a distance (as no good quality from near) as are lightweght for cpu.
md3, ok for fps , speciallly imho the one-pieec only type (alla md2)
better quality in gx than md2
both md2 and md3, to huge in hd memory, no good for many frames and many animations...both need uv mapping seams be hidden in 3d unseen parts, as they create smoothing seams.
Digo yo que alguno te servirá...
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
oh, all those are one-file-only. no mesh interpolation of 3ds, or x, like in other engines.
thats how intrnally are md2 and md3, reasonm why mshape and x are lighter in hardrive memory, but x in theory could be a bit more a hit in performance for weights deformation at joints mesh areas.
btw, it tends to work great.(x)
dig at sticky tools, somewhere theres panda max x exporter and a new one. and info-tuts bout it there on in faq thread, in my sig also.
thats how intrnally are md2 and md3, reasonm why mshape and x are lighter in hardrive memory, but x in theory could be a bit more a hit in performance for weights deformation at joints mesh areas.
btw, it tends to work great.(x)
dig at sticky tools, somewhere theres panda max x exporter and a new one. and info-tuts bout it there on in faq thread, in my sig also.
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com