Have a look at Peter Sheutz' B3d2Xml code in the archives. This lets you see the a .b3d file in Xml. You can then see how the animation data is structured so exporting is not a problem. The difficult part is writing the animation key values. You don't have access to these values at run time so you would need to devise a system whereby you loop through your animation using SetAnimTime(mesh,frame)and convert the pitch,yaw and roll values of each joint at each frame to a quaternion value.Blitz animation keys are quaternions. A warning - be prepared to lose much hair when dealing with quats !
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