Jump to content
  • Advertisement
Sign in to follow this  
indigox3

animation question

This topic is 4980 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

Hi, I'm thinking of animating something say in an art package by translating and rotating its local coord system over time, and I know the frame rate and duration of the animation. I want to then output the transform matrix at each frame. Then in my game, I want to read back the animation data and just play it back, frame by frame. the problem is that the frame rate of the application is dynamic and probably wont match the frame rate I sampled the animation data at. So, given the current frame rate of the application and the frame rate of the original animation is it possible to compute the next frame an animation should play? not much sleep the last few days, sorry if this doesnt make much sense..

Share this post


Link to post
Share on other sites
Advertisement
just figure out where, timewise you are in the animation sequence. you will always be between 2 keyframes of the animation. then you just figure out how far between them and interpolate to find where you are now. basically per bone or whatever you figure out a vector between the 2 keyframes, and where along that vector you are on the current frame of the game, then draw the bone there.

sorry for the brief answer, i am running out the door.

-me

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • 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!