I have reached the point in my Irrlicht adventure where my hero needs an animation. Heroes can't just float everywhere. Even Superman walks.
My hero is an awesome battlemech, and is segmented in 3 parts; torso, pelvis and legs. The torso and legs are parented to the pelvis. It walks by waggling it's legs in a crude 20 frame, 3 key animation.
I export these three pieces from Max as a B3D. I load it up in my Irrlicht player class as an Ianimatedmesh.
The mesh appears ok, but without movement. So I put (possibly humorous) things in main() to make it work.
player->ianimatedmeshnode->animateJoints(true);
player->ianimatedmeshnode->setFrameLoop(0, 20);
player->ianimatedmeshnode->setAnimationSpeed(30);
player->ianimatedmeshnode->setLoopMode(true);
Still not move. So I wonder if I need bones; I go back to Max and give my hero a leg bone. I animate this bone for a walk, and parent the legs to the bone. I export this again, but still no move.
So I try to skin the legs to that bone, and export a B3D again. But doesn't move.
So I realize, as I often do, that it's time to get out and ask for directions. Can someone help me get an animation going? In any format/method, straight-forward way.
Thanks a bunch
::::EDIT::::
I attached my whole mesh into 1 piece, skinned it to a skeleton, and now the animation does play and loop. I'm still wondering if it's possible to do animation with parenting/linking to bones instead of skin.