Manual Animation ?
Blitz3D Forums/Blitz3D Programming/Manual Animation ?
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I have an animated model created in Milkshape and all is fine. I would like to manually animate a few of the joints from direct coding in Blitz. Nothing complex just basic rotation of a few selected joints. If I cant do this I will have to redo all the animation in Milkshape to get a few missed movements..... Any examples, Suggestions ? |
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If you've named the bones in milkshape (eg as 'left elbow') then you can do a 'find child' command in blitz3d and compare the entityname$ of the child (if entityname$(childentity)="left elbow") and simply rotate / scale / position the bone with regular entity commands. However - if you try running an animation from milkshape and want to alter bones position in code at the same time then that won't work. |
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Thanks... Basically an animation needs to be called to run once using animate mode 3 Then I want to tweak a few joints after. I will try it....It may work. |
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if you try running an animation from milkshape and want to alter bones position in code at the same time then that won't work. Make your tweaks after UpdateWorld. Bone positions are changed in the playing animation at/by UpdateWorld, so anything you do to the bones before UpdateWorld will be nullified by them snapping to the animation. |
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here's a code sample from the archives - you can rotate the head using the cursor keys. http://www.blitzbasic.com/codearcs/codearcs.php?code=660 |
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Thanks guys....I look forward to trying it...(Sad really) |
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Not sad. I totally get jazzed up whenever I figure out something I'm trying to program, and I can't wait to get home to test it out. |
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Spot on. Thanks jhocking for the hint about UpdateWorld. |
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Works great thanks guys. |