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### #Actualbelfegor

Posted 04 July 2013 - 01:32 PM

If you can get it the easy way with MeshView, you (might) need to use: ID3DXAnimationController::CloneAnimationController then RegisterAnimationSet then D3DXSaveHierarchyToFile.

I done it once this way but deleted the project long time ago since i don't use dx animation system anymore, so i will guess few steps here:

Clone and create new animation controller :

DWORD numAllAnimations = 0;
for i = numMeshes
numAllAnimatios += mesh[i]->getAnimController()->GetNumAnimationSets();

// animCtrl is animation controller from first mesh, it doesn't matter much i just need starting point
LPD3DXANIMATIONCONTROLLER newController;
animCtrl->CloneAnimationController(
animCtrl->GetMaxNumAnimationOutputs(),
numAllAnimations,
animCtrl->GetMaxNumTracks(),
animCtrl->GetMaxNumEvents(), &newController);


Register each of their animation sets to new controller:

for i = numMeshes
for j = mesh[i].numAnimationSet
LPD3DXANIMATIONSET set;
mesh[i]->getAnimController()->GetAnimationSet(j, &set);
newController->RegisterAnimationSet(set);


then save your hierarchy to file:

D3DXSaveMeshHierarchyToFile("character_with_all_animations.x", D3DXF_FILEFORMAT_TEXT, &rootFrame, newController, 0);


That should be it.

Note that you should check all functions for failure!

EDIT:

You might want to skip registering first mesh animation sets as it is probably already included into new animation controller since we cloned it from.

### #4belfegor

Posted 04 July 2013 - 01:25 PM

If you can get it the easy way with MeshView, you (might) need to use: ID3DXAnimationController::CloneAnimationController then RegisterAnimationSet then D3DXSaveHierarchyToFile.

I done it once this way but deleted the project long time ago since i don't use dx animation system anymore, so i will guess few steps here:

Clone and create new animation controller :

DWORD numAllAnimations = 0;
for i = numMeshes
numAllAnimatios += mesh[i]->getAnimController()->GetNumAnimationSets();

// animCtrl is animation controller from first mesh, it doesn't matter much i just need starting point
LPD3DXANIMATIONCONTROLLER newController;
animCtrl->CloneAnimationController(
animCtrl->GetMaxNumAnimationOutputs(),
numAllAnimations,
animCtrl->GetMaxNumTracks(),
animCtrl->GetMaxNumEvents(), &newController);


Register each of their animation sets to new controller:

for i = numMeshes
for j = mesh[i].numAnimationSet
LPD3DXANIMATIONSET set;
mesh[i]->getAnimController()->GetAnimationSet(j, &set);
newController->RegisterAnimationSet(set);


then save your hierarchy to file:

D3DXSaveMeshHierarchyToFile("character_with_all_animations.x", D3DXF_FILEFORMAT_TEXT, &rootFrame, newController, 0);


That should be it.

Note that you should check all functions for failure!

### #3belfegor

Posted 04 July 2013 - 01:23 PM

If you can get it the easy way with MeshView, you (might) need to use: ID3DXAnimationController::CloneAnimationController then RegisterAnimationSet then D3DXSaveHierarchyToFile.

I done it once this way but deleted the project long time ago since i don't use dx animation system anymore, so i will guess few steps here:

Clone and create new animation controller :

DWORD numAllAnimations = 0;
for i = numMeshes
numAllAnimatios += mesh[i]->getAnimController()->GetNumAnimationSets();

// animCtrl is animation controller from first mesh, it doesn't matter much i just need starting point
LPD3DXANIMATIONCONTROLLER newController;
animCtrl->CloneAnimationController(
animCtrl->GetMaxNumAnimationOutputs(),
numAllAnimations,
animCtrl->GetMaxNumTracks(),
animCtrl->GetMaxNumEvents(), &newController);


Register each of their animation sets to new controller:

for i = numMeshes
for j = mesh[i].numAnimationSet
LPD3DXANIMATIONSET set;
mesh[i]->getAnimController()->GetAnimationSet(j, &set);
newController->RegisterAnimationSet(set);


then save your hierarchy to file:

D3DXSaveMeshHierarchyToFile("character_with_all_animations.x", D3DXF_FILEFORMAT_TEXT, &rootFrame, newController, 0);


That should be it.

### #2belfegor

Posted 04 July 2013 - 01:23 PM

If you can get it the easy way with MeshView, you (might) need to use: ID3DXAnimationController::CloneAnimationController then RegisterAnimationSet then D3DXSaveHierarchyToFile.

I done it once this way but deleted the project long time ago since i don't use dx animation system anymore, so i will guess few steps here:

Clone and create new animation controller :

DWORD numAllAnimations = 0;
for i = numMeshes
numAllAnimatios += mesh[i]->getAnimController()->GetNumAnimationSets();

// animCtrl is animation controller from first mesh, it doesn't matter much i just need starting point
LPD3DXANIMATIONCONTROLLER newController;
animCtrl->CloneAnimationController(
animCtrl->GetMaxNumAnimationOutputs(),
numAllAnimations,
animCtrl->GetMaxNumTracks(),
animCtrl->GetMaxNumEvents(), &newController);


Register each of their animation sets to new controller:

for i = numMeshes
for j = mesh[i].numAnimationSet
LPD3DXANIMATIONSET set;
mesh[i]->getAnimController()->GetAnimationSet(j, &set);
newController->RegisterAnimationSet(set);


then save your hierarchy to file:

D3DXSaveMeshHierarchyToFile("character_with_all_animations.x", D3DXF_FILEFORMAT_TEXT, &rootFrame, newController, 0);


That should be it.

### #1belfegor

Posted 04 July 2013 - 01:21 PM

If you can get it the easy way with MeshView, you (might) need to use: ID3DXAnimationController::CloneAnimationController then RegisterAnimationSet then D3DXSaveHierarchyToFile.

I done it once this way but deleted the project long time ago since i don't use dx animation system anymore, so i will guess few steps here:

Clone and create new animation controller :

DWORD numAllAnimations = 0;
for i = numMeshes
numAllAnimatios += mesh[i]->getAnimController()->GetNumAnimationSets();

// animCtrl is animation controller from first mesh, it doesn't matter much i just need starting point
LPD3DXANIMATIONCONTROLLER newController;
animCtrl->CloneAnimationController(
animCtrl->GetMaxNumAnimationOutputs(),
numAllAnimations,
animCtrl->GetMaxNumTracks(),
animCtrl->GetMaxNumEvents(), &newController);


Register each of their animation sets to new controller:

for i = numMeshes
for j = mesh[i].numAnimationSet
LPD3DXANIMATIONSET set;
newController->GetAnimationSet(j, &set);
newController->RegisterAnimationSet(set);


then save your hierarchy to file:

D3DXSaveMeshHierarchyToFile("character_with_all_animations.x", D3DXF_FILEFORMAT_TEXT, &rootFrame, newController, 0);


That should be it.

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