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,
direct x problem with blender
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
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