On 24-Jul-05, at 10:16 AM, Lo Saeteurn wrote:
With declares, you should be able to do both of these in one shot
by grabbing each trimesh's data with Q3TriMesh_GetData and putting
a copy into a new (empty) trimesh with Q3TriMesh_SetData...
How would you create an empty trimesh and insert it into an empty
Object3D?
It's a bit much to explain in an email, but if you grab my Quesa
Wrappers (use the version in 3DMF Workshop if possible) it'll go
something like this:
myObject.AddShapeFromGeometry New Trimesh3D
You'd usually want to create a DisplayGroup3D first though, add
trimesh(es) to that, then add the display group to the Object3D. The
above code only works for models with one mesh/texture.
You can of course share one set of keyframes between all clones
You mean per animation sequence?
Not sure what you mean by "per sequence" - I view sequences as useful
boundaries you place on a set of keyframes for the sake of
organization, but I prefer to treat the entire set of frames as one
block of data.
Currently an entire animation sequence (run, walk, jump, egc.) for
a given model is shared between one shape. What I'm trying to do is
share that across multiple copies of that model.
So Shape(1) might have a dozen "run" frames for example? That should
be easy to share - after adding a true copy of the base model as
shape 0 you can just do this for each remaining shape/sequence:
cloneObj.AddShapeFromHandle = originalObj.GetShapeHandle(n)
To be honest, I wouldn't keep keyframes inside an Object3D or even
inside Quesa - it just complicates things for no good reason and uses
more memory than is needed - but if you already got it working...
Frank.
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