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oks2024

[SlimDX] KeyFramedAnimationSet and .X Import

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Hi, I'm currently working on an importer for .X files, using SlimDX. The Frame.LoadHierarchyFromX give me an AnimationController where I can find an AnimationSet, but I didn't find how to get the number of keys in my animation. The KeyFramedAnimationSet class seems to be what I'm looking for, but an InternalAnimationSet cannot be cast to a KeyFramedAnimationSet.

Where can I find the animation key informations for a simple rotation/scale/translation animation ?

Thanks for any help.

[Edited by - oks2024 on July 7, 2010 5:18:54 AM]

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I find somebody with the same issue here:

Quote:
Any idea how I can get a KeyframedAnimationSet object from an AnimationController's AnimationSets that have been loaded using Frame.LoadHierarchyFromX?

If your AnimationSet has been loaded from a .X file via Frame.LoadHierarchyFromX then there seems to be no way to get a KeyframedAnimationSet object from the method AnimationController.GetAnimationSet(int index). It always returns an InternalAnimationSet.

I also tried calling "KeyframedAnimationSet.FromPointer(animationSet.ComPointer)" on the animationSet returned from AnimationController.GetAnimationSet but this then throws an exception as the COM object representing the AnimationSet is already bound to a .NET object of type InternalAnimationSet and I can't see a way to change this binding:

Additional information: Unable to cast object of type 'SlimDX.Direct3D9.InternalAnimationSet' to type 'SlimDX.Direct3D9.KeyframedAnimationSet'.


http://www.gamedev.net/community/forums/mod/journal/journal.asp?jn=458883&reply_id=3345113

Any idea ?

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Speaking of exporting to .x, i am using kw-port to export the bipped character in 3dsmax to .x but when i load it in any dx viewer or a custom loader it just crashs any idea why?

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