animation question
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..
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
sorry for the brief answer, i am running out the door.
-me
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