Huge amount of frames in meshes

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warui
Posts: 232
Joined: Wed Apr 14, 2004 12:06 pm
Location: Lodz, Poland
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Huge amount of frames in meshes

Post by warui »

Looks like something's wrong with irrlicht X parser. I tried to load Psionics Ninja:
http://www.psionic3d.co.uk/cgi-bin/imag ... D%20Models
which has 300 frames of animation, but irrlicht load almost 63000 (sixty three thousand !!!) frames :shock:
Same goes for default dwarf.x. But this this time it's only 8800. And 5000 for tiny.x from DX9 SDK

I tried to do some conversions using DX9 MeshViewer, CharacterFX and Milkshape and the only time i get correct result was when i used "DirectX 8.0 File..." exporter from milkshape (using "DirectX(JT)..." from Milkshape also gives bed results).

I also tried to load ninja.ms3d and get almos 1200 frames instead of 300. And 1600 for sydney,md2 (maybe this on is correct, because i wasn't able to loaded it to any animation program).

And here's the code i used for loading (taken from MeshViewer tutorial):

Code: Select all

void LoadModel(const c8* filename)
{
  if (model) model->remove();
  model = 0;
  scene::IAnimatedMesh* m = device->getSceneManager()->getMesh(filename);
  model = device->getSceneManager()->addAnimatedMeshSceneNode(m);
  model->setMaterialFlag(video::EMF_LIGHTING, false);
}
If someone wants to look into this here's the proper working ninja.x
Tomasz Nowakowski
Openoko - www.openoko.pl
vermeer
Posts: 2017
Joined: Wed Jan 21, 2004 3:22 pm
Contact:

Post by vermeer »

I am not a programmer, but when this happens with converters, is du to the converter is understanding badly the relation timing/frames

it use to be timescale or something like that.

Sure some expert irrlicht coder will give you the final advice.
Finally making games again!
http://www.konekogames.com
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