Brainache
Member
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Changing default animations
Hey there...
If I were to modifly, say the walk.anim file... and save it as walk2.anim
How can I have 1 mesh use walk.anim and another use walk2.anim?
ie: is there a way to override or specify what animations a chr derrived class should use?
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12-16-2008 03:05 PM |
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Esenthel
Administrator
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Re: Changing default animations
yes this is possible,
I'll make a tutorial about it in the next engine release
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12-16-2008 04:45 PM |
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Brainache
Member
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Re: Changing default animations
Great! - Looking forward to it...
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12-16-2008 09:31 PM |
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Esenthel
Administrator
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Re: Changing default animations
Hi,
It's already available in the latest engine version, as well as importing multiple animations from a single .x file.
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12-16-2008 09:53 PM |
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Brainache
Member
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Re: Changing default animations
You rock dude... I'll be working with this very shortly...
Quick question ( away from documentation atm )...
How do I tell a chr to play a particular animation? ( If I wanted to have it play the swing.anim or somesuch)
I know there are "action" constants that are linked to some standard anims (walk, etc..)
And I know there is an animate function on the skeleton... Hmm. I guess I would just use the animate function of the chr's skeleton... Is that correct?
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12-16-2008 10:21 PM |
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Esenthel
Administrator
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Re: Changing default animations
there is a tutorial covering that kind of animations
probably named "game basics/character animations"
using "Motion" class
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12-16-2008 10:24 PM |
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