Bones with skin
Posted: Wed Jun 04, 2008 3:53 am
First off, sorry for posting two questions so close to each other....I'm pretty sure that this question has nothing to do with my other one, though
I have a .b3d model that uses bones and has cubes for the skin. Currently I have one cube for each bone, and everything is working out fine Unfortunately, it appears that for a bone to be recognized by Irrlicht, it must have a piece of skin attached to it; even then, the bone itself is not accessible through a call to getJointNode(), only the skin. Since I'm planning on having quite a few different characters with large height differences/bone structures, I would like to define a place in my model where I can attach a camera and have it follow the parent bone's rotation/scale/etc. Actually, I'd like to have two or three different places to attach cameras. I was going to try making three different bones named FPSCameraBone, OverheadCameraBone, and FollowCameraBone, but since the bones are not recorded (since they do not have skin), then I'm rather in a bind.
Giving a bone an empty node as a child (in Blender, not in Irrlicht) seems to have no effect - the bone is still discarded and the empty child node is discarded as well
Any ideas on how I should go about implementing this?
Thanks
-wyrmmage
I have a .b3d model that uses bones and has cubes for the skin. Currently I have one cube for each bone, and everything is working out fine Unfortunately, it appears that for a bone to be recognized by Irrlicht, it must have a piece of skin attached to it; even then, the bone itself is not accessible through a call to getJointNode(), only the skin. Since I'm planning on having quite a few different characters with large height differences/bone structures, I would like to define a place in my model where I can attach a camera and have it follow the parent bone's rotation/scale/etc. Actually, I'd like to have two or three different places to attach cameras. I was going to try making three different bones named FPSCameraBone, OverheadCameraBone, and FollowCameraBone, but since the bones are not recorded (since they do not have skin), then I'm rather in a bind.
Giving a bone an empty node as a child (in Blender, not in Irrlicht) seems to have no effect - the bone is still discarded and the empty child node is discarded as well
Any ideas on how I should go about implementing this?
Thanks
-wyrmmage