XFile Cube Model and Animation both draw why?

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0 comments, last by Jas001 15 years, 10 months ago
I'm playing with a sample X-file from: http://local.wasp.uwa.edu.au/~pbourke/dataformats/directx/ When I run this file, I see the original mesh rendering while the animation plays. Anyone know how to fix this? Regards, Jason The file is: //////BEGIN FILE AFTER THIS LINE xof 0302txt 0064 Material RedMaterial { 1.000000;0.000000;0.000000;1.000000;; // R = 1.0, G = 0.0, B = 0.0 0.000000; 0.000000;0.000000;0.000000;; 0.000000;0.000000;0.000000;; } Material GreenMaterial { 0.000000;1.000000;0.000000;1.000000;; // R = 0.0, G = 1.0, B = 0.0 0.000000; 0.000000;0.000000;0.000000;; 0.000000;0.000000;0.000000;; } ////////////////////////////////////////////////////////////////////////////// // Begin CUBE MESH ////////////////////////////////////////////////////////////////////////////// Mesh CubeMesh { 8; // 8 vertices 1.000000;1.000000;-1.000000;, // vertex 0 -1.000000;1.000000;-1.000000;, // vertex 1 -1.000000;1.000000;1.000000;, // etc... 1.000000;1.000000;1.000000;, 1.000000;-1.000000;-1.000000;, -1.000000;-1.000000;-1.000000;, -1.000000;-1.000000;1.000000;, 1.000000;-1.000000;1.000000;; 12; // 12 faces 3;0,1,2;, // face 0 has 3 vertices 3;0,2,3;, // etc... 3;0,4,5;, 3;0,5,1;, 3;1,5,6;, 3;1,6,2;, 3;2,6,7;, 3;2,7,3;, 3;3,7,4;, 3;3,4,0;, 3;4,7,6;, 3;4,6,5;; // All required data has been defined. Now define optional data // using the hierarchical nature of the file format. MeshMaterialList { 2; // Number of materials used 12; // A material for each face 0, // face 0 uses the first 0, // material 0, 0, 0, 0, 0, 0, 1, // face 8 uses the second 1, // material 1, 1;; {RedMaterial} // References to the definitions {GreenMaterial} // of material 0 and 1 } MeshNormals { 8; // define 8 normals 0.333333;0.666667;-0.666667;, -0.816497;0.408248;-0.408248;, -0.333333;0.666667;0.666667;, 0.816497;0.408248;0.408248;, 0.666667;-0.666667;-0.333333;, -0.408248;-0.408248;-0.816497;, -0.666667;-0.666667;0.333333;, 0.408248;-0.408248;0.816497;; 12; // For the 12 faces, 3;0,1,2;, // define the normals 3;0,2,3;, 3;0,4,5;, 3;0,5,1;, 3;1,5,6;, 3;1,6,2;, 3;2,6,7;, 3;2,7,3;, 3;3,7,4;, 3;3,4,0;, 3;4,7,6;, 3;4,6,5;; } MeshTextureCoords { 8; // Define texture coords 0.000000;1.000000; // for each of the vertices 1.000000;1.000000; 0.000000;1.000000; 1.000000;1.000000; 0.000000;0.000000; 1.000000;0.000000; 0.000000;0.000000; 1.000000;0.000000;; } } ////////////////////////////////////////////////////////////////////////////// // END CUBE MESH ////////////////////////////////////////////////////////////////////////////// Frame CubeFrame { FrameTransformMatrix { 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000;; } {CubeMesh} // You could have the mesh inline, but this // uses an object reference instead. } AnimationSet AnimationSet0 { Animation Animation0 { {CubeFrame} // Use the frame containing the cube. AnimationKey { 2; // Position keys 9; // 9 keys 1000; 3; -100.000000, 0.000000, 0.000000;;, 2000; 3; -75.000000, 0.000000, 0.000000;;, 3000; 3; -50.000000, 0.000000, 0.000000;;, 4000; 3; -25.500000, 0.000000, 0.000000;;, 5000; 3; 3.000000, 0.000000, 0.000000;;, 6000; 3; 25.500000, 0.000000, 0.000000;;, 7000; 3; 50.000000, 0.000000, 0.000000;;, 8000; 3; 75.500000, 0.000000, 0.000000;;, 9000; 3; 100.000000, 0.000000, 0.000000;;; } } } ///END File
Jas001
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Okay. I fixed it. I created a box in Mesh Viewer and took a look at the format. It showed how to place the mesh inline into the frame and things worked out.
Jas001

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