Which format can I use?

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tuket
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Joined: Thu Jan 23, 2014 2:05 am

Which format can I use?

Post by tuket »

Hello.
I am looking for a format that supports skeletal animation in irrlicht and can be produced by blender.
I have tried many of them(.obj, .fbx, .dae, .b3d, .3ds) but I didn't have success. The closest attempt was to load an .obj but it didn't display the texture.
Thanks in advance.
mongoose7
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Re: Which format can I use?

Post by mongoose7 »

There are a number of posts on this site about exporting from blender. .b3d is generally preferred and .obj is not an animation format. Try using 'Search' or Google for the settings for the blender exporters.
tuket
Posts: 11
Joined: Thu Jan 23, 2014 2:05 am

Re: Which format can I use?

Post by tuket »

Thanks for your answer.
I've been looking in the search tool of this forum and I decided to use the .b3d exporter that comes with supertuxkart.
Now I have other questions. Which is the procedure to load a model from a .b3d file? Do I have to load the model an then animate in my code? or make the animation in blender and the load it in my code? Each .b3d file has only a model or more than one?
mongoose7
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Re: Which format can I use?

Post by mongoose7 »

You have to add the animation in Blender - Irrlicht cannot load animations separate from models. I don't know if your last question makes sense.
CuteAlien
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Re: Which format can I use?

Post by CuteAlien »

It's also possible to have the mesh and it's animations in different files and then to use ISkinnedMesh::useAnimationFrom. It's a little more work so you only do that if you have to share animations between different models (and they need to have identical skeletons for this to work). You make the animations in Blender, write down the ranges of the frames of each animation and then play those frames in Irrlicht. One b3d file per model.
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tuket
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Re: Which format can I use?

Post by tuket »

CuteAlien wrote:It's also possible to have the mesh and it's animations in different files and then to use ISkinnedMesh::useAnimationFrom. It's a little more work so you only do that if you have to share animations between different models (and they need to have identical skeletons for this to work). You make the animations in Blender, write down the ranges of the frames of each animation and then play those frames in Irrlicht. One b3d file per model.
Thank you! Now I understand. :D
I have only one last doubt, is it possible to to load a skin and a skeleton and then use the bones to animate from the code? I mean, for example, I load a skin of a person and its corresponding skeleton and then from the code I say "rotate bone X using quaternion Y". Sorry if that sounds like science fiction but it would be very cool. :lol:
CuteAlien
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Re: Which format can I use?

Post by CuteAlien »

Yes, you can also control them by code. I think ISkinnedMesh has a few functions/settings for that. I haven't done that yet myself, but if you search a little around the forum you can find a few threads about that.
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tuket
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Re: Which format can I use?

Post by tuket »

Ok, thanks!
mant
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Re: Which format can I use?

Post by mant »

I use .X - it is quite good. But it's not perfect for me because I use IK rig in Blender and the animations sometimes are incorrect.
You can watch my demo video. I use a model from Warcarft III (Arthas)
https://www.dropbox.com/s/38qfi14c8jtgu ... 054_00.avi
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