MS3D loader needed badly !
Can anybody please point me to any MS3D file format reader that does read MS3D skeletal animation, and advances the animation based on Frames rahter than on Time ... RSN uses time to advance the Frames, which means you have to have a continuous animation, and if you have a jump or a death animation within the sequance it can''t be pointed to ...
Please i need help ... thanks in advance ...
"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)
"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)
I''ve never seen any available versions of Brett''s code which say how to do this, but if you go to
http://www.gamedev.net/community/forums/topic.asp?topic_id=52235
There is a huge thread from his forums in which a lot of smart people put forward their ideas, sometimes with source, for how this could be done. If you''re after a demo with source to show you how to do this, you won''t find it there, but it should help you to modify the existing code.
"In the beginning, there was nothing... which exploded." - Terry Pratchett
http://www.gamedev.net/community/forums/topic.asp?topic_id=52235
There is a huge thread from his forums in which a lot of smart people put forward their ideas, sometimes with source, for how this could be done. If you''re after a demo with source to show you how to do this, you won''t find it there, but it should help you to modify the existing code.
"In the beginning, there was nothing... which exploded." - Terry Pratchett
May 19, 2002 04:57 PM
Well there was a good tutorial that showed how to do this but now it looks like they are charging for it. $5 for the tutorial/source. I think I still have the source from before they started charging.
http://www.wiz3domain.com/games/game1/index.htm
http://www.wiz3domain.com/games/game1/index.htm
Thanks alot guys
you were truly very much helpful
all my best wishes goes for you 
i''ve got uthman Code, it''s really sweet, and i think it does the job
thanks again
"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)



i''ve got uthman Code, it''s really sweet, and i think it does the job

thanks again

"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)
"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)
A simple solution:
I have been tackeling this proglem for some time now. Heres my two cents. From what I know milkshape animation modifies the previous frame using its animation matricies. This sucks if you want to start a different animation because you dont know where you are in the animation. There''s a way around this that you dont have to code.
When animating your models, at the end of every animation sequence (ie walking), make the last frame in the sequence look like the original model before animation. That way, the next frame after that will modify from this original position, and you can have multiple animations.
When writing your code, just make sure you skip over that last frame. Dont acknowledge its existence, and everything should work fine.
I also put in a feature request to mete at milkshape3D. What he hopefully does is put in a feature that would store animations for a given frame from the original. Simpily put, miltiple animations, without the "ghost" frame I just mentioned.
Ancient Wisdom:
"Copy and paste fills the page, coding fills the mind...and the debugger."
I have been tackeling this proglem for some time now. Heres my two cents. From what I know milkshape animation modifies the previous frame using its animation matricies. This sucks if you want to start a different animation because you dont know where you are in the animation. There''s a way around this that you dont have to code.
When animating your models, at the end of every animation sequence (ie walking), make the last frame in the sequence look like the original model before animation. That way, the next frame after that will modify from this original position, and you can have multiple animations.
When writing your code, just make sure you skip over that last frame. Dont acknowledge its existence, and everything should work fine.
I also put in a feature request to mete at milkshape3D. What he hopefully does is put in a feature that would store animations for a given frame from the original. Simpily put, miltiple animations, without the "ghost" frame I just mentioned.
Ancient Wisdom:
"Copy and paste fills the page, coding fills the mind...and the debugger."
This topic is closed to new replies.
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