Animating models
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
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]
.lick
[edited by - Pipo DeClown on August 6, 2003 5:33:20 PM]
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.
I like pie.
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.
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.
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
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]
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]
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]
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]
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement