Panda X-file alpha animation
Panda X-file alpha animation
my animation has opacity animation, but after exported to x-file the the opacity won't animate
is panda support animated opacity ?
is panda support animated opacity ?
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out of curiosity, I would think "alpha-animations" work by keyframing vertex colours right?
I might be going OT here a little
Sometimes I wonder if irrlicht shouldn't have its own internal uber animated model format spec, alongside all the generic loaders.
the irrmesh format could be a fair starting point, so at the very least, have the devs ever considered expanding it to handle keyframe data?
I might be going OT here a little
Sometimes I wonder if irrlicht shouldn't have its own internal uber animated model format spec, alongside all the generic loaders.
the irrmesh format could be a fair starting point, so at the very least, have the devs ever considered expanding it to handle keyframe data?
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I always hoped for Niko extending the format, as he was also the one inventing it. Also a binary version would be required, which does a better job in terms of speed and space. I don't actually have the need for such a format. And I can't assess if it would really be benefitial. But adding a loader once the format is specified wouldn't be too much of a problem.
hmm
ofcourse a binary format would be ideal, generally the data would just be a straight dump of how irrlicht would store it internally for rendering, simplifying the process of loading third-party formats because they wouldn't have to manipulate the scene manager directly, all they would do is to convert the data from their own file syntax to the natural irrlicht spec, and the irrlicht-format loader would take care of the actual node, buffer and texture creation steps
I'm just throwing it out there since nobody else seems to have thought along these lines (or if they have, I haven't come across it)
ofcourse a binary format would be ideal, generally the data would just be a straight dump of how irrlicht would store it internally for rendering, simplifying the process of loading third-party formats because they wouldn't have to manipulate the scene manager directly, all they would do is to convert the data from their own file syntax to the natural irrlicht spec, and the irrlicht-format loader would take care of the actual node, buffer and texture creation steps
I'm just throwing it out there since nobody else seems to have thought along these lines (or if they have, I haven't come across it)
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