TaylorMouse
20-01-2010 09:47:55
Hi, I 've been searching for weeks to do this, an now that I am finally able to load skeleton files on the fly, now the problem I have is this :
The model is from Runic Games ( Torchlight )
It has these files
dog.mesh
dog.material
dog.png
dog.skeleton
dog_idle.skeleton
dog_bark.skeleton
dog_run.skeleton
in the dog.skeleton there is an animation with a track called "bind", but there are no node tracks, this is what is shown in image 1
Image 1 :

When I change to the Idle animation, it looks ok ( image 2 )
Image 2:

Whan I change to te Bark Animation, it looks ok to ( image 3 )
Image 3:

But then when I go to the "Run" animation" is screws up big time ( see image 4 )
Image 4:

Now when I use the script for importing dog.mesh.xml ( after I converted it with the ogre tools ) that I created together with some guys from the Torchlight forums, the dog initial stand is not the same as the one from the other ( previous ) animations I used.
So I thought it had to do with POSES, and whern I checked, no poses were anywhere to be found !!
So maybe I could set the bones from the skeleton first to the transformation matrix of the new skeleton if you see where I'm going, I just do not know how to do this ...
So major help would be appreciated !
If you want me to post the code on how I switch from one animation to another, I would gladly do that
Thnx in advance
T.
The model is from Runic Games ( Torchlight )
It has these files
dog.mesh
dog.material
dog.png
dog.skeleton
dog_idle.skeleton
dog_bark.skeleton
dog_run.skeleton
in the dog.skeleton there is an animation with a track called "bind", but there are no node tracks, this is what is shown in image 1
Image 1 :
When I change to the Idle animation, it looks ok ( image 2 )
Image 2:
Whan I change to te Bark Animation, it looks ok to ( image 3 )
Image 3:
But then when I go to the "Run" animation" is screws up big time ( see image 4 )
Image 4:
Now when I use the script for importing dog.mesh.xml ( after I converted it with the ogre tools ) that I created together with some guys from the Torchlight forums, the dog initial stand is not the same as the one from the other ( previous ) animations I used.
So I thought it had to do with POSES, and whern I checked, no poses were anywhere to be found !!

So maybe I could set the bones from the skeleton first to the transformation matrix of the new skeleton if you see where I'm going, I just do not know how to do this ...
So major help would be appreciated !
If you want me to post the code on how I switch from one animation to another, I would gladly do that

Thnx in advance
T.