Problems with simple B3D-animation. And some bugs.

BlitzMax Forums/MiniB3D Module/Problems with simple B3D-animation. And some bugs.

TrionWork(Posted 2009) [#1]
Help me!.
Error animation. Animation not found.

Export: B3DPipeline v0.8 with OFF all B3DExtensions.

BlitzMax+minib3d: error.

Blitz3D: work.

*.B3D:
http://www.metsys.fatal.ru/TrashBin/cube.b3d

Blitzmax code:

Import sidesign.minib3d

Graphics3D 800,600,0,2

camera=CreateCamera()
MoveEntity camera,0,0,-10

test=LoadAnimMesh("cube.b3d")

ScaleEntity test,0.1,0.1,0.1
PointEntity camera,test
Animate test,1,1

While Not KeyHit(key_escape)

UpdateWorld
RenderWorld
Flip

Wend



Blitz3D code:

Graphics3D 800,600,0,2

camera=CreateCamera()
MoveEntity camera,0,0,-10

test=LoadAnimMesh("cube.b3d")

ScaleEntity test,0.1,0.1,0.1
PointEntity camera,test
SetBuffer BackBuffer()
Animate test,1,1

While Not KeyHit(1)

UpdateWorld
RenderWorld
Flip

Wend



Maybe "Scene Root" enabled, or structure of B3dPipeline B3d is different from other?


Another bugs:

Global-Local Rotate does not work like in Blitz3D.

CountChildren error. Real CountChildren = CountChildren+1. Check im my "cube.b3d"

Trion.


simonh(Posted 2009) [#2]
Is this a 'boned' animation or a 'non-boned' animation? MiniB3D does not support the latter.

MiniB3D's rotate functions do not work the same as it does not use quaternions internally like Blitz3D does.

The CountChildren problem has been mentioned by someone else before. I'll take a look.


TrionWork(Posted 2009) [#3]
This is just moving Box (cube) without any bones... By simple KeyFrames... This is not suppoted?
What you can advice me about simple animation (Anim positions, rotation, scale and etc)?


simonh(Posted 2009) [#4]
That's right, normal keyframe anims aren't supported. You could fake this using bones - one bone per object, all vertices attached to the bone at 100%


TrionWork(Posted 2009) [#5]
Ok! Thank you for help!

PS. Cool engine!