How to control ogre skeleton animation

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superpop
Posts: 21
Joined: Mon May 14, 2007 1:17 pm

How to control ogre skeleton animation

Post by superpop »

I use the code below to load my ogre skeleton mesh,but when the mesh loaded,the node will automatic play the animation.
how to control ogre animation play the custom animation?

Code: Select all

irr::scene::IAnimatedMesh* model = m_IrrSmgr->getMesh(fileName.c_str());

	if (model)
	{
		animModel = m_IrrSmgr->addAnimatedMeshSceneNode(model);

		if (animModel)
		{
			animModel->setMaterialFlag(irr::video::EMF_LIGHTING,false);
			animModel->setPosition(irr::core::vector3df(0,0,-1000));
		}
	}
Adler1337
Posts: 471
Joined: Sat Aug 09, 2008 6:10 pm
Location: In your base.

Post by Adler1337 »

Take a look at the API.
multum in parvo
superpop
Posts: 21
Joined: Mon May 14, 2007 1:17 pm

Post by superpop »

Adler1337 wrote:Take a look at the API.
sorry,i didnt what you mean.
for example,if can i according the animation name "run"to play the animation?
hybrid
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Location: Oldenburg(Oldb), Germany
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Post by hybrid »

No, you need to use frame intervals. Named animation are not yet supported for all mesh types. However, I'd have to check the actual ogre-Irrlicht mapping.
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