n3xtd engine -> getting boneID by bonename?

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max_aigneraigner@web.de
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n3xtd engine -> getting boneID by bonename?

Post by max_aigneraigner@web.de »

Hi Forum,
I have got only one small question relating to the n3xtd-engine.
how can I get the Bone-NodeID (pointer) of a bone animated mesh by the bone's name? for example the bone "hand"

I want a sword to be the child of the player's hand ( so that he can change his weapons without remodelling the whole playermodel.)

In the thalius-irrlicht-wrapper, there was a function

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IrrGetB3DJointNode ( *p_anz_mesh\nodeID , bonename )
but I decided to switch to the n3xtd engine because of multimaterialsupport etc...

thanks in advance

-Walker (max)
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A ship is safest in the harbor, but that is not what ships are built for.
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max_aigneraigner@web.de
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Re: n3xtd engine -> getting boneID by bonename?

Post by max_aigneraigner@web.de »

ok, got it:
iAnimationJointNodebyName
I have overseen the animationtutorial o.O^^ (thought the jointcontrol would be animationindependent)
sofar: continueing work..
lg
walker

EDIT: ok, it isn't possible to make your own texturemanagement system, that looks, if a texture is already loaded and then gives the already loaded texture to the new object so that you don't have to load it twice.. Engine crashes after deleting TWO of the objects at command "iDrawScene" (needed 5 hours to find out what caused the IMA.. I first thought it was about physics o.O)

ps: bug found: in documentation: inodeposition() doesn't return the absolute position, but relative position. inodepositionP() is there for absolute pos. (another some hours.....^^)
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A ship is safest in the harbor, but that is not what ships are built for.
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