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skeletal animations and switching milkshpe keyframes in vc++

Started by May 09, 2002 07:28 AM
0 comments, last by leggyguy 22 years, 9 months ago
I posted this question in Real Soon Now (another of Gamedev''s forums). Then I realised that if anyone would know the answer to my question, it would be opengl people http://www.gamedev.net/community/forums/topic.asp?topic_id=94073 is the link to my query. I won''t copy and paste it, some may consider it spam. As always, all help is greatly appreciated.
i guess i can help, look for the line in which you find the following:

frame++;

remove this part, and put it out side of the function that calls it, now you can move forward in the animation as you like, you just have to do the following:

milkshape_model_name->frame ++;

if (milkshape_model_name->frame == 24)
milkshape_model_name->frame = 0;

if (VK_SPACE)
{
milkshape_model_name->frame = 25 // supposing that 25 is the start of your jumb animation frame
if (milkshape_model_name->frame == 40)
milkshape_model_name->frame = 0; // jumb done
}

please send me if it works i need to know if that helped or not ...


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"The normal teacher tells. The good teacher explains. The superior teacher demonstrates. The great teacher inspires."(William Arthur Ward)
"If you don''t like something, change it. If you can''t change it, change the way you think about it!""He who asks is a fool for five minutes, but he who does not ask remains a fool forever.""Imagination is more important than knowledge, for knowledge is limited while imagination embraces the entire world."(Einstein)"The normal teacher tells. The good teacher explains. The superior teacher demonstrates. The great teacher inspires."(William Arthur Ward)

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