[IAnimatedSceneNode] problem with 3DS format.

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lor
Posts: 22
Joined: Sat Aug 27, 2005 2:07 pm

[IAnimatedSceneNode] problem with 3DS format.

Post by lor »

When I use the md2 format there is no problem with animation of my bot, but when I try to use my own model - in 3ds i have some problem. It simply doesn't move. I did it this way - I modeled it in 3dsmax and then using auto timeline animated it by editing mesh. How to import such model to my program in such a way it moves ?? :oops:
Acki
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Post by Acki »

AFAIK Irrlicht only supports bone animations !!!
I think the auto timeline animation doesn't use bones, doesn't it?
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Anurag
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Joined: Thu Sep 08, 2005 6:53 am

Post by Anurag »

This is correct , Irrlitch only supports bone animation so you cannot use the biped animation of max , rather use a bone animation and than use any exporter (i would suggest Panda for DirectX) to convert the max file to .X file format and Irrlitch will read the details automatically.
Foole
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Post by Foole »

I'm pretty sure the only animation formats irrlicht supports are morph animation in MD2 files and skeletal animation in .X and MS3D files.

For all other formats, only static meshes are supported.
lor
Posts: 22
Joined: Sat Aug 27, 2005 2:07 pm

Post by lor »

So I simply have to make bones for my model ?? But as far as I'm concerned I have to use the timeline to animate model with bones either. I don't know any other way. Will it work ?? Model attached to bone-reactors animated in timeline ??
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