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SkelAnim in normal meshes..
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b1s Offline
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Post: #1
SkelAnim in normal meshes..
I was wondering how to create this..
Lets say i wanted to create a windmill.
I've been reading trough the headers and found that item has skeleton in it but i didn't have any luck using this.
Also one way to do this would be to just extend chr class but that seems sort of waste.

Tutorial or something on this subject would be nice.
Static mesh picked from world editor that has an animation running.

Thanks.. and sry i know you hate my questions smile
03-03-2010 08:14 PM
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Esenthel Offline
Administrator

Post: #2
RE: SkelAnim in normal meshes..
Hello,

You have tutorials for animating meshes in "tutorials/advanced/animation"
you take a mesh, skeleton, animate it, and draw mesh using skeleton.

as for skeletons:
you need to have CSkeleton (controlled skeleton) which is created from Skeleton (base skeleton)
only CSkeleton can be animated
it is described in tutorials,

in 1-2 days I'll be releasing something extra for EE licensed developers.
I won't tell yet what's it going to be, but I can tell that it will include source codes for a custom "horse" class.
this will cover manual animation of custom mesh with skeleton as a Game::Obj, with full sources for the class.
03-03-2010 08:59 PM
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Rofar Offline
Member

Post: #3
RE: SkelAnim in normal meshes..
That "extra" sounds very interesting.

b1s - I have implemented an animated windmill so if you need further assistance just let me know and I will help you out.
03-03-2010 11:54 PM
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b1s Offline
Member

Post: #4
RE: SkelAnim in normal meshes..
only thing that seems to be hard here is the create function.

Following items should be picked from the world information..
Mesh *mesh ;
Material *material;
CSkel *CSkel ;
Phys *phys ;


im having some difficulties picking up the orientation of the world object and applying it to the skeleton.
Also i have no idea how are those Skeleton, phys file etc picked up from their places.
I did manage to create the animated mesh just by giving it manual paths. it works but this would not be the right way to do this ofc.
(This post was last modified: 03-04-2010 01:41 PM by b1s.)
03-04-2010 11:47 AM
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b1s Offline
Member

Post: #5
RE: SkelAnim in normal meshes..
okay.. i have managed go around this by using Static class as a base.. that picks up all the necessary information .
03-04-2010 02:33 PM
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Rofar Offline
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Post: #6
RE: SkelAnim in normal meshes..
Exactly, you need to derive from Static.
03-05-2010 12:03 AM
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