ADDING B3D ANIMSEQ
Blitz3D Forums/Blitz3D Programming/ADDING B3D ANIMSEQ
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..I'm just struggling with this..I have multiple separate B3D animated characters (same character), and all of them working fine when I load them and play...what I'm trying to do is blend animations from all of them in to one so I can use them depending on situation...how to do that with addanimseq and similar comands..I just cant get it work..anyone can help?? |
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You can use the command LoadAnimSeq("file.b3d") to add animation sequences to a model previously loaded with LoadAnimMesh(). This works in the same way as ExtractAnimSeq(). Every time you use LoadAnimSeq() a new sequence is created and the sequence number is incremented. The file that you are loading from must have the same skeleton structure and joint names as the loaded model. |
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so it means like this..file names is CH_Idle.b3d CH_walk.b3d CH_Run.b3d CH_attack.b3d so what you saying is if I load CH_idle basic=LoadAnimMesh("CH_idle.b3d") and after that seq1=loadanimseq("CH_walk.b3d") seq2=loadanimseq("CH_Run.b3d") seq3=loadanimseq("CH_attack.b3d") all of them will be blended in to CH_Idle and I can call each of them depending on situation, with Animate basic,1,1,0 /idle/ Animate basic,1,1,seq1 /Walk/ Animate basic,1,1,seq2 /Run/ Animate basic,1,1,seq3 /Attack/ is this proper way?? |
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Yes, that should work fine ! |
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you right..now everythings working fine..thanks Smiffy :)) |
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On a related note - does this mean that we can simply create a model which is only the skeleton and has no mesh components to store the animations in and then load the animation sequences from that. To put my question more clearly - does the model we are loading the animation sequences from have to have an actual mesh structure or can it be just joints/bones. |
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I use to do stuff with joints/bones...I mean also same name of joints/bones must be acomplished..and if thats ok, stuff will work...I did that.. |
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On a related note - does this mean that we can simply create a model which is only the skeleton and has no mesh components to store the animations in and then load the animation sequences from that. Yes - it can be quite useful because you can use the same animations for different models as long as the skeleton structure is the same. |
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..hey Smiff...I email you with LotusEd for compilation..did you compile? please, please :)) |
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Yes - managed to compile eventually - sent you an email and posted a link in original thread. |