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Panda X-file alpha animation

Posted: Sun Feb 06, 2011 1:37 am
by kaliber
my animation has opacity animation, but after exported to x-file the the opacity won't animate

is panda support animated opacity ?

Posted: Sun Feb 06, 2011 2:24 am
by Lonesome Ducky
I'm pretty sure that x-files can not save animated opacity. Only skeletal animation, but if they can then irrlicht certainly does not load it.

Posted: Sun Feb 06, 2011 3:04 am
by bitplane
Yeah, our joint-based "skinned" meshes support rotation, translation and scale keys. Colour change keys aren't possible with these formats, I'd imagine that it would make more sense to support these in a vertex-based morph animation (though not sure if MD3, MD2 or HL1 formats support this).

Posted: Sun Feb 06, 2011 10:25 pm
by hybrid
Either b3d or ms3d supports it (I think it's the latter). but we don't support it. Not sure if it would be too much of a problem to add this, though.

Posted: Tue Feb 08, 2011 12:28 am
by kaliber
but irrlicht cant read b3d with multiple animation

CMIIW

i need both multiple animantion and alpha animation

Posted: Tue Feb 08, 2011 8:41 am
by hybrid
Which animations are not laoded in b3d? Can you give an example file? Are you sure we didn't fix that recently?

Posted: Tue Feb 08, 2011 10:18 am
by fmx
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?

Posted: Tue Feb 08, 2011 12:18 pm
by hybrid
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.

Posted: Wed Feb 09, 2011 2:55 pm
by fmx
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)

Posted: Fri Feb 11, 2011 3:46 am
by kaliber
-another question

in my .X file there is three animated mesh
how to select and set position one of them without affect the other ??

:roll: :roll: :roll:

Posted: Fri Feb 11, 2011 2:58 pm
by Bear_130278
Make each mesh separate file-sceneNode