Chosker
17-05-2006 04:05:52
hello
I'm new to OGRE and oFusion and I have a few questions
I've looked around for tutorials and info about exporting skeletal animations, but so far I've had no luck
how do I export skeletal animations? I made a small test with a ball and two bones skinned so it moved like a blob.
It seemed to export fine but according to my programmer the output was not skeletal animation. I got an .OSM file that has the animation data and also loads the bones, which are .mesh files themselves. then I got a .skeleton file (besides I got my main .mesh file and its .material file, but that has nothing to do with animation. I didn't get any more files in the output)
is this skeletal animation or not? if not how do I export my file as skeletal?
next question is more simple
does OGRE support normal mapping on skinned meshes? ie. can I have normal mapped character models or is it just for rigid meshes?
and on another technical question, is there a way to make the code display normalmapped models with mirrored UWV's correctly? because in my oFusion viewer the mirrored part displays the normals as if the light was coming from the opposite direction
thanks
I'm new to OGRE and oFusion and I have a few questions
I've looked around for tutorials and info about exporting skeletal animations, but so far I've had no luck
how do I export skeletal animations? I made a small test with a ball and two bones skinned so it moved like a blob.
It seemed to export fine but according to my programmer the output was not skeletal animation. I got an .OSM file that has the animation data and also loads the bones, which are .mesh files themselves. then I got a .skeleton file (besides I got my main .mesh file and its .material file, but that has nothing to do with animation. I didn't get any more files in the output)
is this skeletal animation or not? if not how do I export my file as skeletal?
next question is more simple
does OGRE support normal mapping on skinned meshes? ie. can I have normal mapped character models or is it just for rigid meshes?
and on another technical question, is there a way to make the code display normalmapped models with mirrored UWV's correctly? because in my oFusion viewer the mirrored part displays the normals as if the light was coming from the opposite direction
thanks