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[IAnimatedSceneNode] problem with 3DS format.

Posted: Thu Sep 08, 2005 5:03 pm
by lor
When I use the md2 format there is no problem with animation of my bot, but when I try to use my own model - in 3ds i have some problem. It simply doesn't move. I did it this way - I modeled it in 3dsmax and then using auto timeline animated it by editing mesh. How to import such model to my program in such a way it moves ?? :oops:

Posted: Fri Sep 09, 2005 12:01 am
by Acki
AFAIK Irrlicht only supports bone animations !!!
I think the auto timeline animation doesn't use bones, doesn't it?

Posted: Fri Sep 09, 2005 5:28 am
by Anurag
This is correct , Irrlitch only supports bone animation so you cannot use the biped animation of max , rather use a bone animation and than use any exporter (i would suggest Panda for DirectX) to convert the max file to .X file format and Irrlitch will read the details automatically.

Posted: Fri Sep 09, 2005 11:17 am
by Foole
I'm pretty sure the only animation formats irrlicht supports are morph animation in MD2 files and skeletal animation in .X and MS3D files.

For all other formats, only static meshes are supported.

Posted: Fri Sep 09, 2005 12:28 pm
by lor
So I simply have to make bones for my model ?? But as far as I'm concerned I have to use the timeline to animate model with bones either. I don't know any other way. Will it work ?? Model attached to bone-reactors animated in timeline ??