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Thread: collada and animations

  1. #1

    collada and animations

    Hy.
    I have created a collada importer , now i'm still implementing skinned meshes.
    I'm using 3dsmax2009.
    My problem is that i would create more than one animation for a character(jump,run,walk ecc...).
    I have created a class loadanimation and a class skeleton , then fill bones in skeleton with the loadanimation from collada files.
    It work.
    But i must have a lot of 3ds collada file animations and reassemble all or created a 3ds collada file with n animations?
    IS possible in 3ds create n animations in a file?
    THanks.

  2. #2
    Junior Member
    Join Date
    May 2009
    Posts
    2

    Re: collada and animations

    Hi all, and this is my first post. I am a total noob with regards to Collada, so take that into consideration.

    Typically, in game programming all the animations are stored on a single timeline. Then the animation index is changed to beginning of the needed animation.

  3. #3
    Junior Member
    Join Date
    May 2009
    Posts
    2

    Re: collada and animations

    My First Post...

    Put all your animations in a sequence, then just use the time index to select your animation.

  4. #4

    Re: collada and animations

    thanks.
    But in the importer that parse the collada file ,how i know where an animation finish and when another animation start ?
    Thanks.

  5. #5
    Senior Member
    Join Date
    Aug 2004
    Location
    California
    Posts
    771

    Re: collada and animations

    <animation_clip> elements have start and end times that you can line up.

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