I'm having trouble with .X joint nodes.
I used to use .MS3D models in my project. I could then attach other nodes to specific joints with the getMS3DJointNode() function, it worked alright.
But I've decided to switch to the .X format, as I had "animation flickering" problem with .MS3D because of the "animation frame multiplier" problem when using .MS3D in Irrlicht (that is, the frame number in Irrlicht is not the same as the in the file because of weird interpolation. Even when dividing the keyframe number by the correct constant, things don't show perfectly well -animation "flickers"-). I also get better framerates with .X models.
The problem is, I can't attach nodes to joints anymore! I've read in the API that there's a getXJointNode() function that seems to be an equivalent to getMS3DJointNode(), but it's nowhere to be found in the IAnimatedMeshSceneNode class in Irrlicht.Net.
So my question is : is there a way to attach nodes to .X joints in Irrlicht.net without having to recompile the engine ?
Thanks in advance.
Getting .X joint nodes in Irrlicht.Net
Getting .X joint nodes in Irrlicht.Net
World of Ideas : an Irrlicht-powered versus fighting game
I found that in this thread
http://irrlicht.sourceforge.net/phpBB2/ ... mor+armour
there is a method called getXJointNode().
Then I checked the API and saw that it is under this class:
http://irrlicht.sourceforge.net/docu/cl ... _node.html
but it isn't in the API.net.
I too am having this problem.
http://irrlicht.sourceforge.net/phpBB2/ ... mor+armour
there is a method called getXJointNode().
Then I checked the API and saw that it is under this class:
http://irrlicht.sourceforge.net/docu/cl ... _node.html
but it isn't in the API.net.
I too am having this problem.
Possible Solution
There is a getXJointNode() method in AnimatedMeshSceneNode in the Irrlicht# engine:
http://irrlichtsharp.sourceforge.net/ph ... ?p=486#486
I have not seen any problem in using this method yet when I attached a plane to a simple animated model. The only thing is that I couldn't label the joints in a blender model so it seems the plane was attached at the root of the bone name. Hope this helps.
http://irrlichtsharp.sourceforge.net/ph ... ?p=486#486
I have not seen any problem in using this method yet when I attached a plane to a simple animated model. The only thing is that I couldn't label the joints in a blender model so it seems the plane was attached at the root of the bone name. Hope this helps.
Thanks Shoarc. Although I'm afraid it would be a lot of work to port my project from Irrlicht.Net to IrrlichtSharp, I'll do it if I can't find another way.
I just wish Niko could add the GetXJointNode function to Irrlicht.Net 1.2...
I just wish Niko could add the GetXJointNode function to Irrlicht.Net 1.2...
World of Ideas : an Irrlicht-powered versus fighting game