how to manipulate mesh bones
Blitz3D Forums/Blitz3D Programming/how to manipulate mesh bones
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Can this be done, i have a monster and want to move the head seperatly from an animation.. how can i move the head seperatly use bones? or would i be better of splitting up the mesh in to a body and head?? |
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You can certainly use bones. You will need to attach a handle to the bone (probably using FindChild and the name of the bone) and then manipulate it as a normal entity. Note that you will need to do manipulations after UpdateWorld, as bones snap to their keyframe positions at UpdateWorld. |
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Have a look at this example = you can manuipulate the head while the animation is running using the tecnique explained above. http://www.blitzbasic.com/codearcs/codearcs.php?code=660 |
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Could do with somebody working out a method so that two separate animations could be played simultaneously. e.g. Talking, and ArmGesture3. But I dream. |
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Just as a side note, if you don't make any keys for a bone you don't have to do manipulations after UpdateWorld, you can do then before with all your other code. John, all you'd have to do is animate two meshes, hide one, animate both and read the rotations from the hidden one and use that to manually rotate the visible one. |
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Don't forget to clearsurface the hidden one to save you a lot of translation/rotation! |
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So it's possible to bones a character, then animate him yourself, from within blitz, just using rotaeentity and such?? That could be very useful! |
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Not just "could" be useful, it IS extremely useful. Using ScaleEntity on bones can be pretty useful too. And of course parenting objects to bones; no better way to attach a weapon to a character's hand. |
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"Could" because i've just out about it :) Cheers! |
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THIS WORKS! OH OH!! ABSOLUTLY TUBULER! YOU Can parent entities to bones!!! only with b3d#s tho! but OH YEAH BABY!! |