Use animation from another mesh?

Blitz3D Forums/Blitz3D Programming/Use animation from another mesh?

thelizardking(Posted 2007) [#1]
Is there any way to strip the animation from mesh1, and use it on mesh2?


puki(Posted 2007) [#2]
Not sure - but you can 'LoadAnimSeq' to any entity - I've never used it, but it might be what is required.


GfK(Posted 2007) [#3]
Yeah LoadAnimSeq will do it, provided the bones/vertices are the same in both meshes. Might have problems otherwise.


Ricky Smith(Posted 2007) [#4]
Here's a guide to using the new Skeleton and Sequence import/export in PaceMaker version 1.34.
It also demonstrates sharing animation between two different models - (even with different skeletal structure and proportion !!)

Sharing Animation - Using the Skeleton and Sequence Import/Export feature in 1.34( wmv 20mb)


Danny(Posted 2007) [#5]
Never tested this but I can imagine you can animate one mesh, and copy the transformations (bone positions & rotations) onto another mesh. The original mesh used for animation won't even need vertices or weightmaps at all, so you won't be hindered by that (and should work fast)...
You can then apply the animation to a series of (different types of) characters, as long as they have similarly named bones for example,...

d.


jfk EO-11110(Posted 2007) [#6]
Danny it seems that's exactly what LoadAnimSeq does. At the other hand what Ricky said sounds very nice. This will save you a lot of work since it does not only allow to use the animation of mesh b with mesh a, but also to edit it and save it as mesh c.


Naughty Alien(Posted 2007) [#7]
..keep in minds that mesh you are going to apply animation sequence taken from another mesh have to be identical as original regarding bones hierarchy/names...