1.) creating the separate man without the ball in blender (animate his movements like jump, throw, tricks without the ball)
In this scenario I have to fit the mechanism of ball with animating man in C++ code (so I have separate ball animation and man animation, as far as ball is concerned it will be just one mesh of ball and rolling will be implemented in C++ code)
2.) creating the man with ball animation inside one X-file. This seems to be better solution, because I don't have to fit the mechanism of ball with animating man in C++ code, because I have them both animated in the same animation (in the same X-file). However now the question is what kind of mechanism of collision may I use (like tackle the ball from another player). It seems that the best algorithm would be:
a.) detect the collision.
b.) check the time in AnimationController in which the collision occur.
c.) let's the AnimationController to animate the object till the specific time in which I might change animation set.
d.) if my animation reaches the specific time then I change the animation set (which in this cases would be animation of loosing the ball). And in this way from user point of view the animation would be smooth.
So if I use the solution 1 I have to implement more C++ code responsible for connecting movements of ball and player.
If I use the solution 2 I have to create more animations in blender, I will have only some discreet points in which the player might loose the ball.
Or maybe I should create something in the middle between 1 and 2, so in this case animation of throw, running etc. with the ball, but for example if there is a collision detected then change the animation of the man with ball into separate man and ball animation and use C++ code into implementing loosing of the ball (so some physics in C++ code).
Edited by anders211, 01 January 2013 - 04:37 PM.