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Reusable / append animations to models in engine? #80379
07/04/06 15:09
07/04/06 15:09
Joined: Jul 2005
Posts: 366
eleroux Offline OP
Senior Member
eleroux  Offline OP
Senior Member

Joined: Jul 2005
Posts: 366
I was wondering about if this is already implemented, or if it's possible to do in any way. I'd want to use a scene or set of scenes from an animation in another model (in bones animation, of course). So, it would be possible to animate a legion of different bipeds based on the same skeleton, applying the animation from a single animated model.

I remember Darkbasic had something like this at load time (you could load a .X model and then load_append an animation from another .X model, or something like that).

I failed to search the forums for this.

Another derived question: would this be possible to do with a plug-in?

What I had in mind is a replacement for ent_animate with an extra Entity parameter, kinda...

Code:

dll_ent_animate(ENTITY entity, [b]ENTITY animated_entity_to_take_scene_from[/b], STRING scene, var percent, var mode)



Now, there's at least a problem and it's the dumbest one - if I remember right, we can't pass more than 4 parameters to a dllfunction, right?



|Emilio|

Last edited by eleroux; 07/04/06 15:14.
Re: Reusable / append animations to models in engine? [Re: eleroux] #80380
07/05/06 06:08
07/05/06 06:08
Joined: Dec 2005
Posts: 478
India
M
msl_manni Offline
Senior Member
msl_manni  Offline
Senior Member
M

Joined: Dec 2005
Posts: 478
India
There is no such function available in 3dgs yet. Though I too would like to have such function as it can greatly reduce the final game size and less burden on game creation. I think you should ask this function in the "The Future" forum. Might be that enough voice can persuade conitec to implement this functionality into 3dgs too.


My Specialities Limited.

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