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Thank you for your answer!
It would be very kind of you to provide with such code sample. Don’t worry about it taking a long time before you can make it. Just make it when you have the time. 🙂
In the meanwhile I’ll check out the DirectX code that you linked to.
Regarding the system that you’re using in the DirectX code – would it be hard to adapt the code to use sub animation(s)?
What I mean by ‘sub animation’ is this: let’s say my 3D model has 2 animations; 1 running animation and 1 attack animation. When I, for example, hold the W key on the keyboard, the running animation is executed on the whole 3D model.
If I then, for example, press the left mouse button, the attack animation is executed on the 3D model. The difference now is that, at the program startup, I specify that the attack animation only should affect the upper part of the 3D model (so the waist up). So while the 3D model’s lower part (so the waist down) is running with the help of the running animation, the attack animation is executed one time (so one loop in the attack animation) and only the right arm is moving forward to hit something in front of the 3D model, all while the legs keeps running. Then when the attack animation is finished, the arms are interpolating back to the running animation, where the arms are moving back and forth (like in a regular running animation).
Would it be possible to adapt your DirectX animation code to work with this kind of animation system?
I assume I need to have some kind of bone/joint hierarchy, where it should be possible to specify: ‘well, I want this animation to affect from the joint named ThisJoint1 to ThisJoint2 and all the joints between them’.
I just have no idea how to create this kind of hierarchy and animation system.