Thanks tpascal!Originally Posted by tpascal
It should be quite helpful
I'm pretty sure I won't be doing MS3D_VertexEX at all...
cheers,
Paul
Thanks tpascal!Originally Posted by tpascal
It should be quite helpful
I'm pretty sure I won't be doing MS3D_VertexEX at all...
cheers,
Paul
Games:
Seafox
Pages:
Syntax Error Software itch.io page
Online Chess
http://gameknot.com/#paul_nicholls
Hi again guys/gals
I have now gotten my ms3d importer working (including textures, but no joints yet), and my ms3d exporter working (including textures and joints), but I still have a problem...
The exporter only SEEMS to export ok to ms3d animated DeleD objects that only contain joint rotations, but as soon as an animation contains joint translations too, then the output animation is screwed up
Looking at the ms3d joint structures:
Does anyone know what sort of positional values go in the position field of the ms3d_keyframe_pos_t structure? Are they absolute values, or are they relative to something else...a joint perhaps?Code:typedef struct // 16 bytes { float time; // time in seconds float rotation[3]; // x, y, z angles } ms3d_keyframe_rot_t; typedef struct // 16 bytes { float time; // time in seconds float position[3]; // local position } ms3d_keyframe_pos_t; typedef struct { byte flags; // SELECTED | DIRTY char name[32]; // char parentName[32]; // float rotation[3]; // local reference matrix float position[3]; word numKeyFramesRot; // word numKeyFramesTrans; // ms3d_keyframe_rot_t keyFramesRot[numKeyFramesRot]; // local animation matrices ms3d_keyframe_pos_t keyFramesTrans[numKeyFramesTrans]; // local animation matrices } ms3d_joint_t;
For example, I discovered that the ms3d_joint_t position field is relative to the parent joint.
So this means that this position is absolute if the joint has no parent, but is an offset from the parent joint position if it exists...
Here are two videos I did of two DeleD animated models exported to ms3d:
Jeroen's Lamp (seems to work ok, and includes BOTH animations back-to-back!)
http://fpc4gp2x.eonclash.com/downloa...animation.html
Chronozphere's mech (still not working properly due to joint translations)
http://fpc4gp2x.eonclash.com/downloa...animation.html
Any ideas?
cheers,
Paul
Games:
Seafox
Pages:
Syntax Error Software itch.io page
Online Chess
http://gameknot.com/#paul_nicholls
Make a DeleD animation of a cube that translates. This would be a good experiment to find out how you should enter the translation in your datastructures. Just tweak your code until that example works.
Coders rule nr 1: Face ur bugz.. dont cage them with code, kill'em with ur cursor.
Sounds like a good idea, I will try it
cheers,
Paul
Games:
Seafox
Pages:
Syntax Error Software itch.io page
Online Chess
http://gameknot.com/#paul_nicholls
Hey! I am writing a chess game program simulation and am in need of chess pieces that I can open with milkshape 3d file (.ms3d). Any idea where I can get it or import it, download it, etc? Thanks McKinnley
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