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the .x directX file...

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First of all, a thanks accepting me into the community. I've been lurking without registering for quite some time and many forum posts has answered my numerous questions. Ok, here is my problem. Right now I am using blender3D to create my own models and animations, and I export them to a .x file using the supported plugin. I only have experience with .obj files so loading and rendering the models using the vertices and facesIndex isnt much of a problem. What I dont understand is how should I go about using the numbers for bones, armatures, and matrices to calculate the animations? For example, AnimationSet AnimationSet0 { Animation { { Bone_008 } AnimationKey { 4; 1; 1;16;0.391500,0.521500,0.758100,0.000000,0.869600,-0.479100,-0.119500,0.000000,0.300900,0.706000,-0.641100,0.000000,0.000000,1.386800,0.000000,1.000000;;; } } Animation { { Bone_009 } AnimationKey { 4; 2; 1;16;0.718700,0.130100,-0.683100,0.000000,0.432700,0.685200,0.585800,0.000000,0.544300,-0.716600,0.436100,0.000000,0.000000,1.008700,0.000000,1.000000;;, 45;16;0.759800,0.170600,-0.627400,0.000000,0.567200,0.297600,0.767900,0.000000,0.317700,-0.939300,0.129400,0.000000,0.000000,1.008700,0.000000,1.000000;;; } } . . . and of course, the frames Frame Bone_001 { FrameTransformMatrix { 0.989300,-0.103000,0.103500,0.000000, 0.103500,0.994600,0.000000,0.000000, -0.103000,0.010700,0.994600,0.000000, 0.000000,1.000000,0.000000,1.000000;; } etc etc. So how do i use these seemingly random and useless numbers to calculate how much a point or vertex moves and in which direction. I hope some kind soul could spare some time to explain it for me, or link me to an article which explains it. thanks. ps. I'm not using directX to make games, I'm just borrowing their format as an intermediate format to convert to my own format for my games. So i have no idea what those directX commands are and i dont plan to know or use them. ps2, this seems like a beginner question so i posted this thread here, if mods feel that it is better suited to the directX section, feel free to move it there. many thanks again

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