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.
Thanks I will try that.
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.
As in Run, Walk, Jump...each of those I am referring to them as
separate sequences.
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)
The poses are not separate shapes. Every single key frame of the
animation is stored separately in a memoryblock. Each Object3D has
only 3 shapes, 1 for each level of detail.
So the walk, run, jump, attack, death, etc. sequences are stored in
separate memoryblocks and are only used to manipulate the shape (0-2
for each LOD).
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...
Nope, it is in a memoryblock containing all the points. I simply
change the base model based on the tweening of two frames.
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