I am having trouble getting an MS3D Model to load as an IAnimatedMeshMS3D.
When I load my MS3D mesh as an IAnimatedMeshMS3D, I get an error about not being able to convert IAnimatedMesh to IAnimatedMeshMS3D.
Could the problem be the model or the code?
Trouble With MS3D Model
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Yes, a type cast will do the trick... ![Wink ;)](./images/smilies/icon_wink.gif)
But you don't need to load it as an IAnimatedMeshMS3D, you can use an IAnimatedMesh and Irrlicht should handle it as an MS3D mesh automatically...
![Wink ;)](./images/smilies/icon_wink.gif)
But you don't need to load it as an IAnimatedMeshMS3D, you can use an IAnimatedMesh and Irrlicht should handle it as an MS3D mesh automatically...
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try Stendhal a MORPG written in Java
IrrExtensions:
![Image](http://abusoft.g0dsoft.com/Irrlicht/gfx/logo.jpg)
http://abusoft.g0dsoft.com
try Stendhal a MORPG written in Java
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getJointCount() / getMatrixOfJoint() or similar, which is why we really, really, really, really need to move the skeleton/animation system to IAnimatedMesh or a new interface, and get rid of the file-format-specific APIs altogether to stop this evil before it spreads any further.Luke wrote:It would be your code,
you need to cast to IAnimatedMeshMS3D if you want the MS3d interface, but I can't see why you need it.
Code: Select all
IAnimatedMesh * shipMesh = smgr->getMesh("z1.ms3d");
if(shipMesh && shipMesh->getMeshType() == EAMT_MS3D)
{
IAnimatedMeshMS3D * actualMesh = static_cast<IAnimatedMeshMS3D*>(shipMesh);
for(int joint = 0; joint < actualMesh->getJointCount(); ++joint)
{
matrix4 * matrix = actualMesh->getMatrixOfJoint(joint, 0);
....
}
}
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