animating?

Blitz3D Forums/Blitz3D Beginners Area/animating?

markcw(Posted 2005) [#1]
hi,
im new to blitz3d!

first i would just like to say hi to all those
well known blitz ppl, they know who they are!
and thanks especially to mark sibly for a
great 3dengine! it is a joy to use. :)

anyway, on to my newbie question.

is there a code example of how to load a
"softskin" directx model and animate it?
or something like that? a vertex animation code?

thx.


Ross C(Posted 2005) [#2]
Blitz can only handle .x formats, version 7. Boned animations weren't part of dx 7. To animate a model in blitz, simply load it in, using one of the accepted formats, then use the animate command. :o)


markcw(Posted 2005) [#3]
ok, thx Ross C.

by "softskin" though i meant something like
the dolphin example of "blend meshes"
not a skin & bones dx8 file.

btw, can anyone tell me...
is the md2 format like a skin & bones file?
or is it more like a "blend meshes" file?
it seems to be a single mesh model.

and is there some kind of license on using
the md2 file format like with bsp?

thx.


Ross C(Posted 2005) [#4]
Md2 models record the vertex positions of the mesh for frames of animation. They don't use bones. Is that what you mean by "Blend meshes"? MD2's have draw backs though. Their movement is jerky and they take up alot more memory space. the jerky movement is cause by vertex positions only being able to be integer numbers.

So, to some up, .MD2's = non boned animations, they record the vertex positions for each frame.

.bd3's are boned animations. The only boned format that blitz supports i believe, but the bone transformations are done via software, as directX 7 doesn't support this being done by the hardware.


markcw(Posted 2005) [#5]
by "blend meshes" i mean like birdie's dolphin
example uses, using straight-forward vertex
positions to animate from, like you say
md2 uses.

i am actually only looking for a code piece
using a vertex-based frame-by-frame method
of animating, to save a bit of time. :)

i want to load "animation files" with all their
"frame data" meshes once at loadtime, then during
runtime load single meshes to then use the relevant
frame data file to animate with.

i don't actually want to "blend/interpolate"
between the frames, only to "set" them.

thx.


Mustang(Posted 2005) [#6]
"blending meshes" = morphing... MD2 might be the easiest way to do that in Blitz - if the polycount isn't very high. MD2 models/animations have also slightly wobbly vertex positions and bit funky lighting at times, all because of the limitations the format has (not because Blitz is doing something wrong).


markcw(Posted 2005) [#7]
yes md2 might be the easiest way,
in some cases, but not mine since
i already have all the models made
in x format without bones, and so
could not be easily converted to md2.
besides this way uses less memory.

anyway, thx for the info. i will set
about learning how to code now! :)


Ross C(Posted 2005) [#8]
You might want to check out milkshape. I know it imports .x and i know it exports .md2. I don't know however if the conversion is any good. Try asking in the "Content Creation Tools" forum :o)