Jump to content
  • Advertisement


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


Animation Issues

This topic is 5727 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

Ok so here is what I got: SDK sample "Skinned Mesh" code intergrated into my game for loading a mesh with a frame hierarchy, this was only neccesary for the animation controller I get from LoadMeshHierarchyFromX in directx 9.0. Here is my problem: I wanted to make a simple tank for a game that has a few different moving parts:wheels that rotate, turret that rotates and a barrel that moves up and down. I modeled the tank in max and it imported fine. Now for the animations, here is my problem if the turret rotates then the barrel moves how can I keep them connected to eachother and have them both run their animations at different times. So for example the tank might need to rotate its turret pi/4 rads then the barrel needs to move up a bit. So the idea is that when the turret moves the barrel stay connected...simple enough..but also that the barrel can move at any rotated state of the turret. What I need to know: If the solution involves the .x files having a frame hierarchy what options do I need to set up in max so that the exporter gets that hierarchy info? Of course some suggestions on possible solutions. Well thanx

Share this post

Link to post
Share on other sites
If you want the barrel to move with the turret then you will need to make the barrel a child of the turret in Max. I don't know how exactly how this is done in Max (I'm a Maya guy) but once the child-parent heirarchy is set up in Max it should export to .x file just fine. You'll want the tank to be something like:

  |         |
wheels    turret

Good luck

[edited by - monkeyography on January 19, 2003 3:30:30 PM]

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.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!