Hi,
I have a .3ds file containing a supposedly animated character, but when I load it into my scene the mesh is so big that it take up all the screen and doesn't seem animated.
I've been looking into the docs but I couldn't find a function doing what I wanted, and when I try to open it with the ./09.Meshviewer in the irrlicht bin, I was able to reduce it's size, but I still cannot see the animation and I cannot save the size to which I set it. When I load it again the mesh is still the same size and still unanimated.
Is what I'm trying to do even possible? Or do I have to recreate a whole new mesh with the correct size?
Any help is welcome!
How to reduce a character's mesh size ?
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Re: How to reduce a character's mesh size ?
i think .3ds animation not supported for now. best animated mesh format for me is b3d, there are bunch of other check here http://irrlicht.sourceforge.net/?page_i ... tedformats
to scale a IAnimatedMeshSceneNode use node->setScale(vector3df(x,y,z));
to scale a IAnimatedMeshSceneNode use node->setScale(vector3df(x,y,z));
Re: How to reduce a character's mesh size ?
I don't know if 3ds animations are supported (or if the format has animations at all). Loader too complex to see it on a quick view. But for size you have several options. One with setScale as kornawaretme mentioned. Second is to have the camera further away. And if it moves too fast/slow for that size you can change the speed of the camera movemnt. Third is to use the IMeshManipulator::scale function. If you only need to scale once this is likely the best option (no idea right now what it would do to animated meshes - but for static meshes it's better to have them scale only once instead of each frame).
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Re: How to reduce a character's mesh size ?
Indeed after verification 3ds is supported but or static only, it's the 09.Meshviewer that made me do that error, it tells you all the supported files format but not which ones are animated or not. The link kornwaretm gave me made that clear.
I'm gonna try the 1st and 3rd technique you gave me, my mesh is on a map so I cant just roll back the camera, I would have the same problem in the other way.
Anyways thanks to both of you for the clarifications!
I'm gonna try the 1st and 3rd technique you gave me, my mesh is on a map so I cant just roll back the camera, I would have the same problem in the other way.
Anyways thanks to both of you for the clarifications!