DirectX Animation

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handless
Posts: 19
Joined: Thu Jan 13, 2005 6:40 am
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DirectX Animation

Post by handless »

Hello,

I'm using DeleD for my 3D models, and so far they have all been static. But now I need to create animations, for them. Ive tried many differen't methods, but they all require me to convert over to a differen't format, animate, and then format back to directX. To say the least, it's a hassel.

What do you think, is the best method for creating DirectX Animations?
arras
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Post by arras »

As far as I know DirectX (or .x) is not natural format of any modeler/animator, including DeleD. That means that you have to convert.

Personaly I use Character FX to animate and export to x.

I heard people modeling/animating in Blender which should have export option to x format now. But I newer did it myself.

And there is always Milkshape 3D of course.
vermeer
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Post by vermeer »

imo

for several pieces animations, like tanks, weapons, etc, with separated moving parts, use milskhape format. Is best in irrlicht for that, probably.

For smooth human characters made of one only mesh, I'd use x.

As it supports weights, not like milkshape.

I'd use Blender, as there you can glue a foot to ground, but in a very complex workflow and learning. If u don't know blender already, and are not in the mood of llose months reading and learning, forget it. Grab the character fx: is good, cheap, and freaking easy to learn. Just no way to avoid foot slide. Not an accurate way at least.

If u choose Blender, by all means use Jox *.x exporter. The last version of it.
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handless
Posts: 19
Joined: Thu Jan 13, 2005 6:40 am
Location: earth

Post by handless »

Ok, I have blendor, and I know enough to produce the models I need. I'm just better and more productive with DeleD, which is why I asked the question.

Blendor also has alot of features I like as well, but, I'm leaning towards a different format that would help with multiple dynamic meshes. What exactly is my best option, besides milkshape?
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