marc_antoine
03-12-2008 16:30:46
i exported 2 boxes from max
Box01 has a rotation and translation animation
Box02 has a manual vertex animation (no modifiers, no morpher no nothing)
the .OSM file was generated just fine if i open the .OSM in notepad i can see only the rotation and translation keyframes of Box01 but nothing for Box02, which i think it's weird but thought maybe that vertex aniamtion info is binary coded in the .mesh file so i moved on.
Loaded the model and i did this:
well that animated the vertex animated Box so i tryed to do the same with the Box01 (the one with rotation & translation animation) but i get an error saying entity is not animable
so the question is how should i play oFusion animations?
how can i trigger different animationstates with the keyboard?
animation states that has rotation & translation animation and that have an animation name can be retrieved by name?.
... thanks in advance..
Box01 has a rotation and translation animation
Box02 has a manual vertex animation (no modifiers, no morpher no nothing)
the .OSM file was generated just fine if i open the .OSM in notepad i can see only the rotation and translation keyframes of Box01 but nothing for Box02, which i think it's weird but thought maybe that vertex aniamtion info is binary coded in the .mesh file so i moved on.
Loaded the model and i did this:
AnimationState *as=mSceneManager()->getEntity("Box02")->getAnimationState("expandir");
as->setEnabled(true);
as->setLoop(false);
then every FrameEvent
as->addTime(evt.timeSinceLastFrame+0.25);
well that animated the vertex animated Box so i tryed to do the same with the Box01 (the one with rotation & translation animation) but i get an error saying entity is not animable
so the question is how should i play oFusion animations?
how can i trigger different animationstates with the keyboard?
animation states that has rotation & translation animation and that have an animation name can be retrieved by name?.
... thanks in advance..