Jump to content
  • Advertisement


This topic is now archived and is closed to further replies.


Key Framer Data in 3ds Files

This topic is 6942 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Does anyone out there know how the key-framer data in 3ds files is organized? I''m a bit sick of experimenting with 3ds files. I "just" need to know the following: 1) how is the key-framer data organized? Is for each frame saved the difference between frames or the data form start. An example: Translation Data: 1: [1,1,1] 2: [2,2,2] 3: [3,3,3] Now if I had this data, should I increment the position of the object in frame 1 for [1,1,1] in frame 2 for [2,2,2,]… or should I set the position in frame 1 to [1,1,1] in frame 2 to [2,2,2]…? 2) how is the rotation data to be used: An example: 1: angle:1.1 axis: x:1 y: 2 z: 3 I guess the angle is in radians.Now should I rotate around X,Y and Z axis for angle*x, angle*y, angle*z or should I rotate around a vector [x,y,z] for an angle? 3) if the latter is correct and I have to rotate around a vector and if I have some object hierarchical binding (parent-children), do I have to apply the parents’ matrix to the vector around which I rotate or not? AJASJA (ajasja.ljubetic@gimb.org)

Share this post

Link to post
Share on other sites

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!