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shakazed

Animating models

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Hi! What are the steps I ahve to take to animate a .x model. Do i make an animation first in let´s say milkshape and then parse through the erhm....frames(?) in the .x file? I could really use a good tutorial on this, tried to use the one in Jim Adam´s book, but I can´t handle the huge chunks of code in itm I need a step by step guide (sorry Jim it´s me not you). Any ideas???
Bad Monkey Productions

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There are fewer than few tutorials on the net. I think the best choice would to learn another modelformat. Although X File is a great format, I think you could explore it with the help of the SDK.

.lick


[edited by - Pipo DeClown on August 6, 2003 5:33:20 PM]

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DirectX 9 has new interfaces for loading skinned meshes and animating them. I''d suggest looking at the samples as a great place to start.

I like pie.

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iam interested in the x file animation stuff to. But my first problem was not to load an animated x file but to create one i tried to use the 3dmax exporter together with a model(biped modifier) and model(character studio modifier). Next i loaded the x files with mesh viewer and no animations were available.

btw which other model format would u suggest or is there an tut how to write your own toger with an exporter for max milkshape or something like that.

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Thanks for the replies! Was thinking of using another format, but didn´t know which one to try. Any recommendations? I know now how the .x files are stored and the theory behind loading them, just haven´t tried it out yet (checked the tutorial on this site). But if there´s a simpler way to do this I would be glad to hear about it

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my problem is really just gettin the animation into the models (x files). If i export them as plain text i can look up the animation data and its written down i try to open it with mesh viewer and he tells me "no animations". Thats just weak.

btw i grabbed that out of the conv3ds.txt:

"How to use it
-------------

At its simplest you can run it with no options and it will (endeavour) to
produce an X file containing a hiearchy of frames. For example:

conv3ds file.3ds

will produce an X File file.x. Use Frame::Load to load the frame.

If the 3ds file contains key frame data then you can produce an X file
which contains an animation set using the -A option. For example:

conv3ds -A file.3ds

Use AnimationSet::Load to load the animation.

If you want to make an X file containing a single mesh made from all the
objects in the 3ds file then use the -m option.

conv3ds -m file.3ds

Use MeshBuilder::Load to load the mesh."

so the function to load an anymation is clear making the animation go into a 3ds file or x file is the problem for sure, as allready mentioned.

[edited by - flery on August 7, 2003 3:50:19 AM]

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MD2 is the best for beginners.

If you're trying to load X Files, why not use the models which came with the SDK samples? And IIRC I saw that the Extension (D3DX) had few animation interfaces added, ID3DXAnimationController, ID3DXAnimationSet, ID3DXKeyFrameInterpolator and ID3DXSkinInfo.

DirectX Graphics->
Reference->
Direct3D Extension (D3DX) C/C++ Reference->
Interfaces->

[edit]Quote myself: "If your trying to.." <-- shit

.lick


[edited by - Pipo DeClown on August 7, 2003 4:49:04 AM]

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