Hello,
I have a DirectX model loaded in irrlicht, I have set up the cameras with their correct parameters. Well my model has a skeleton attached.
At this point, all is working well. I watch my model in irrlicht window.
But the problem come when i want to modify the bones position.
More accuracy, when i write in my code SetJointMode (EJUOR_CONTROL), my model is moved and consequently i don't watch my model in the same view as before to put this instruction.
Anybody can help me?? I don't know where is my problem. I thought this instruction didn't modify the position of the model.
SetJointMode (EJUOR_CONTROL) trouble
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shadowslair
- Posts: 758
- Joined: Mon Mar 31, 2008 3:32 pm
- Location: Bulgaria
No idea what you`re doing, but usually this is the way you do when using EJUOR_CONTROL (in case you`re doing sth wrong):
scene initialization:
1) create your node and setup the animation, loop, speed etc.
2) set node->setJointMode(scene::EJUOR_CONTROL);
app run:
3) node->animateJoints() ; // call Irrlicht to animate the node
4) position/rotate the joints manually
scene initialization:
1) create your node and setup the animation, loop, speed etc.
2) set node->setJointMode(scene::EJUOR_CONTROL);
app run:
3) node->animateJoints() ; // call Irrlicht to animate the node
4) position/rotate the joints manually
"Although we walk on the ground and step in the mud... our dreams and endeavors reach the immense skies..."
Solved!
The problem was about the way to generate in Blender the directX model. I generated the model without enabling the swap z option in the directX exporter. When I load a directX model generated enabling this option doesn't happen when I added the instruction setjointmode(EJUOR_CONTROL).
I think, the problem is that my model has values of coordinate z negatives without swapping the z axis.
So that now all is working well!!
thank you!
I think, the problem is that my model has values of coordinate z negatives without swapping the z axis.
So that now all is working well!!
thank you!