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Mesh animation

Posted: Thu Sep 24, 2009 12:32 am
by prchakal
Hi.

I have a mesh model that have some animations with the names ('walk', 'attakc', 'die').

How i can change my model animation by code with irrlicht?

Ty

Posted: Thu Sep 24, 2009 5:43 am
by omar shaaban
well it seems you didn't read irrlicht tutorials
anyway all irrlicht needs to know is the animation beginning and ending frame
and to play the animation(ex walk which begins at frame 30 and ends at frame 75) all u need to do is this :

Code: Select all

                node->setFrameLoop(0, 14);
               
and to set animation speed:

Code: Select all

 node->setAnimationSpeed(15);
reference: irrlicht tutorial no 4

Posted: Thu Sep 24, 2009 9:53 am
by prchakal
Is sure that i read and try set de frameloop, but nothing change.

Posted: Thu Sep 24, 2009 12:08 pm
by Ravi08
If u hav tried the above code, r u sure that the file type of ur animation is supported by Irrlicht

Posted: Thu Sep 24, 2009 12:31 pm
by Adler1337
I have a mesh model that have some animations with the names ('walk', 'attakc', 'die').
You can only have one animation. In order to have different actions you just keep adding frames for the one animation.

Posted: Thu Sep 24, 2009 7:45 pm
by prchakal
Hi.

The file is supported, i see the model, is a ninja, but it is stand and stoped.

You can download the game preview and the model here:

http://www.prsolucoes.com/downloads/evangel-debug.zip

The ninja model that i talk about is in the path 'dados/modelos/ninja.mesh'

Can you test for me?

Posted: Thu Sep 24, 2009 10:32 pm
by Adler1337
.mesh??? .skeleton???? :? I'm thinking that's your problem. Try exporting to .x, .ms3d, or .b3d.

Posted: Thu Sep 24, 2009 10:52 pm
by prchakal
Thanks for response.

And it accept keyframe animation (ms3d)?

I can define the frameloop (start, end)?

Posted: Thu Sep 24, 2009 11:09 pm
by Adler1337
And it accept keyframe animation (ms3d)?
If by "keyframe animation" you mean skeletal animation, then yes.
I can define the frameloop (start, end)?
yep

Posted: Fri Sep 25, 2009 4:08 am
by prchakal
Hi, here is my game prototype.

Basic but im progressing:

http://www.prsolucoes.com/downloads/evangel3d.exe

Posted: Fri Sep 25, 2009 2:43 pm
by hybrid
Just to add some more info about .mesh and .skeleton: We don't support ogre animations so far, but any patches are welcome which change this problem

Re: Mesh animation

Posted: Tue Dec 27, 2011 2:54 am
by starsgt
Along the lines of "node->setFrameLoop(x,y)", will this code work for the files of .3ds?

Re: Mesh animation

Posted: Tue Dec 27, 2011 6:00 am
by darksmaster923
.3ds files don't support animation.

Re: Mesh animation

Posted: Wed Dec 28, 2011 8:02 pm
by starsgt
I see. In that case, is there any way you can work animation with 3ds max files? Perhaps save as a different file format?

Re: Mesh animation

Posted: Thu Dec 29, 2011 6:56 pm
by Cube_
export to b3d
it's simple. and if 3ds MAX xan't do that. import the 3ds file in blender and export as b3d