So..It's no need to call animteJoint any more in irr 1.8?

You are an experienced programmer and have a problem with the engine, shaders, or advanced effects? Here you'll get answers.
No questions about C++ programming or topics which are answered in the tutorials!
Post Reply
_Neo
Posts: 30
Joined: Thu May 24, 2012 7:47 pm
Location: SiChuan, China

So..It's no need to call animteJoint any more in irr 1.8?

Post by _Neo »

After searching and experimenting, I found that skinned mesh operation has changed in irrlicht 1.8.
I'm trying to imply a ragdoll system by Newton and irrlicht, the physics' function is already finished,
then I have trouble updating bones' position and rotation.

However, those problem are fixed now, I just want to check something:

In 1.8, it seems that you do not have to call animateJoint() in game loop----if I call this function, then build-in animation
will be played even in the EJUOR_CONTROL mode, plus the new position and rotation that I manually set will not work.
And another thing I notice is, now I can set absolute postion directly to the bone node without transformed it by its' parent transform matrix.

Am I right? Correct me if I'm wrong :mrgreen:
Post Reply