Yeah, animations are a problem. I'm still trying to decide how I want to handle Milkshape keyframes and present them in some sort of usable format for developers.
I'm thinking of using a metadata file to go along with the model. Based on my limited experience with MD2 models, I'm guessing that breaking the keyframe information into blocks for IDLE, JUMP, WALK, RUN, etc. will be sufficient. Skeletons could be shared between models (all bipeds, for example) with one reusable behavior driven by this metadata. Has anyone else done something similar? ----- Original Message ----- From: "Artur Biesiadowski" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Monday, April 01, 2002 11:17 AM Subject: Re: [JAVA3D] Neverwinter Nights model loader > Robert Bergman wrote: > > Not I, but I'd love to hear about any developments > > people come up with in that area. > > Problem is with importing animations. Model itself should be quite > simple (I mean some work, but no showstoppers). But what with animations > ? I don't think that Loader interface gives any standard for that. Morph > group is not a solution for skeletal system. > > Artur > > =========================================================================== > To unsubscribe, send email to [EMAIL PROTECTED] and include in the body > of the message "signoff JAVA3D-INTEREST". For general help, send email to > [EMAIL PROTECTED] and include in the body of the message "help". > =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
