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How to switch animation in D3D?

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m_pAnimCtrl->SetTrackDesc(...);


Do I use this function to switch animation in Direct3D?
What I'd like to do is to have an animation played back when a NPC gets close to another object within a certain threshold. It would be replayed again when it gets close to yet another similar object, and this cycle runs over and over again until the program stops.
This animation is stored with D3DXCreateKeyFramedAnimationSet, I am hoping that I can reuse that as well.
Any suggestions? just briefly is okay
Thanks
Jack

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Just a guts feeling, do I have to restart the animation controller?(Resetting time to zero each time I introduce a new animation sequence)? Thanks Jack

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I wonder what method should I take in the following scenario? A racking system has 4 different height levels, the forklift has to reach each of them at different times. What I am currently doing is storing a generated animation set in the controller, and "fire" an animation start event when they are close enough.... What are your suggestions? Thanks Jack

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m_pAnimCtrl->SetTrackDesc(...);


Do I use this function to switch animation in Direct3D?
What I'd like to do is to have an animation played back when a NPC gets close to another object within a certain threshold. It would be replayed again when it gets close to yet another similar object, and this cycle runs over and over again until the program stops.
This animation is stored with D3DXCreateKeyFramedAnimationSet, I am hoping that I can reuse that as well.
Any suggestions? just briefly is okay
Thanks
Jack


Use SetTrackAnimationSet.

If you're interested, google "Skinned Mesh Character Animation with Direct3D 9.0c". It's an article by Frank Luna that explains animation well.

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