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Hi,
I had a search and found that there is still no way to set the angles of a bone manualy !!!
So, has someone figured out how to manipulate a bone anim ???
I want to create ragdolls (Newton) and now I have only the choise to create every body part as an single mesh...
I'm doing it with a callback, I set the callback in the scene nodes that pass it as a parameter of getmesh(),that passes it to animateSkeleton().
And of course the callback sets the transformation of bones.
It would be simplier to add a procedure like setBoneRotation, but it is not possible since the meshes are shared between the scene nodes.
I've uploaded a zip file with a step-by-step help on how to modify the engine. The complete source of my version of the engine is included if you have some problems with modifications or if I've missed something in the help file.
That's a modification of Irrlicht version 0.10, but it should work with newer versions of the engine (or older).
I hope this can help you.
You can download the zip here: http://web.infinito.it/utenti/p/phenix1/toSetJoints.zip
Well, with your method all nodes, that uses this mesh, are affected !!!
I created a new IAnimatedMeshSceneNode class that supports bone control for every single node !!!
You can download a demo and all changed source files at: http://people.freenet.de/abusoft
!!! check this out !!!
@Niko: sorry for my eMail !!! Well, I have overlooked something, but now it really works !!!
Will this be added to Irrlicht? I'll change my callback-based code
Now I don't have to make a demo anymore
Btw, I didn't understand it from your previous post (damned beer) : did your code have that bug?
@omaremad: Imho you can solve your problem with Acki's code, the transformations of joints are stored in the scenenodes, use these instead of the transformations stored in the mesh.