> >Soya3D is (I'm coming from Java 3D. The difference between the two is
> >even bigger than the difference between Java and Python!).
> >
> >
> oh, cool - now i know to continue avoiding Java 3D.
Same as knowing to continue avoiding Java? ;-) Java3D is great if
you're a Java programmer. Which I am. Only I'm tired of it.
> >can only figure out how to create one at a time. How do you create a
> >character that has multiple animations that can be executed in
> >blender? I've searched the blender documentation but haven't found
> >anything.
> >
> >
> you created an action, right?
>
> just make several actions. each of them will be a cal3d animation for
> that character.
I didn't intentionally create an action; I just started making an
animation and I think the action was created on its own. I don't have
blender available right now to experiment (I'm sure I'd figure it out
if I did), so I'll just ask for more details on how to create several
actions.
Another question: The basic-1 tutorial states:
# Loads the sword model (from file "tutorial/data/shapes/sword.data").
# A shape is an optimized model ; the sword shape we use here was
designed in Blender.
# Shape.get is a static method that returns the object of the
corresponding filename,
# and loads it if needed, i.e. if you call get a second time, it will
return the same
# object instead of loading it again.
# Any dependancy of the model (e.g. materials) are loaded too.
sword_model = soya.Shape.get("sword")
How was the shape exported from Blender to sword.data? Is the export
to Soya script used (I tried this and it failed, but I didn't
experiment much)? Or is it exported to cal3d and then a python script
run to create the .data file?
I know these are pretty inane newbie questions; perhaps I'm missing
some docs. I think I can write Soya code all right, but I'm not so
sure about creating the models! :-D
thanks again,
Dusty