direct x problem with blender

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juli

direct x problem with blender

Post by juli »

I have been trying to solve this problem forever, and under some very very specific conditions does it work.

does anyone know why irrlicht has such a strict .x format reader, are we working on a better .x format?


Another question,, i want to draw a mesh ( like human) and bone it up with armatures in blender using .x format, I know that .x stores bone information.

ok, here's the question, if i made one character animate, and store the animation data somehow, I have another character B, can i somehow use the animation data of character A to move character B ????


thanks,
Rohit
Posts: 7
Joined: Tue Apr 04, 2006 5:37 pm
Location: Shimla , India
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Post by Rohit »

No , (atleast i didnt try this , and dont think it is feasible)

You can try making one base character(for ur project) , then to make another character just delete that mesh and replace it with another Mesh, so you change only Mesh characteristics and Armature remains intact.

However , i assume that you are using latest Blender 2.41 and the latest
Blender 2.41 .x exporter (it fully supports skeletal animation,keyframe
animation and InverseKinematics thru TextureBaking).

Note : For those who havent downloaded blender 2.41 .x exporter can do
it from this location-----

http://translate.google.com/translate?h ... 26rls%3Den
O Draconian Devil ! O Lame Saint !
So Dark the Con of Man !
http://two.fsphost.com/irrlicht
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