About 3ds animated..
Blitz3D Forums/Blitz3D Programming/About 3ds animated..
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NOT A CODE PROBLEM I only have Anim8or to model with. i struggle to create a box in blender, as well as read any of the text, and everything else is either 5 G's or sharware (cept Pacemaker which doesnt work here). so, i export seperate frames of an animation made in an8 (bare minimum of course) of a3d model, load them into an array with a loop(usually a local array within a type object eg :enemy), and then hide and show the relevent entities at the relevent moments eg: If frames8>0 ShowEntity mushroom\mushmesh[frames8+1] HideEntity mushroom\mushmesh[frames8] ElseIf frames8=0 ShowEntity mushroom\mushmesh[frames8+1] HideEntity mushroom\mushmesh[8] EndIf ;frames8 of course increased in the same way as the frame of an animimage... first question, is if this is just totally horrible wrong, or wether i could get away with doing it this way. MY QUESTION I'd like to know how 3ds animated are stored in file: not exact specificatin or anyhting like that, just a simple description of the way in which the animation is held ::ie is each frame stored as a 3d model, or is it done in a each 'vertex has a path' sort of way Thanks-aab |
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Is there a specific reason you are limited to anim8or? Why is Pacemaker no good? |
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Because when i run it the mouse moves to jumpily to execute any commands, it running so slow on my PC. |
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i used this when i tried my hand at modeling for Den Bros 4- it works... but it isnt aesthetically (sp!?) pleasing.... |
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*bump I'd really like to know about the files format |