Oks first off apoligies if this is in the wrong forum, as I'm only just begun to use irrlicht but made games in C++ (+Opengl) before, so figured this forum was the right place.
Anyways I just started coding a fast paced 3rd person shooting game and need to be able to interpolate between different animations (like say from running to any different evasion anim), from what I've read of irrlicht code the best way to go about this would be to derive from the irr::scene::IAnimatedMeshMS3D and override the getKeyFrameData() function to interpolate between two non-consective keyframes...
Would this be the simplist/effective way? It seems fairly trivial to implement, has anybody done it before and have suggestions or warnings ?
(misc note)
I was thinking of giving the characters free flowing hair (think DOA series) implemented as a custom scene node, it'll be awhile before I get around to this, but if anybodys interested i'll post it in announcements when(if?) its done.
Help with Anim Interpolation
I think I get what saying,
So derive from IMeshLoader to read in a MS3d format and another file which has details about the animations,joints info, timing etc. (for example: if crouching + being shot at interpolate to crouching evade1).
Now create a class that inherits from IAnimatedMesh(MS3d?) to hold all the new information (which overrides getKeyFrameData() as above).
Is that what your suggesting or have I over complicated things?
So derive from IMeshLoader to read in a MS3d format and another file which has details about the animations,joints info, timing etc. (for example: if crouching + being shot at interpolate to crouching evade1).
Now create a class that inherits from IAnimatedMesh(MS3d?) to hold all the new information (which overrides getKeyFrameData() as above).
Is that what your suggesting or have I over complicated things?