Horde3D

Next-Generation Graphics Engine
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PostPosted: 26.07.2008, 19:21 
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Joined: 09.07.2008, 16:48
Posts: 11
Have a nice week-end, community,

In this first week-end ending day, I have two questions.

What are the requirements to make two different models share an animation, if possible?

What is the purpose of the setModelMorpher function?


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PostPosted: 26.07.2008, 21:49 
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Joined: 13.11.2007, 11:07
Posts: 1150
Location: Germany
The two models should have the same skeleton with the same names for their joints. Then I think it shouldn't be a problem to use the same animation for two different models. Just use the same animation resource. In the chicago sample there are quite a lot models using the same animation resource.

The setModelMorpher method is for applying morph targets on your model, e.g. for facial animations.


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PostPosted: 28.07.2008, 07:18 
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Joined: 09.07.2008, 16:48
Posts: 11
Are morpher targets inside animation files?
Does it repeat it indefinitely? What are steps to use it correctly?


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PostPosted: 28.07.2008, 07:50 
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Joined: 13.11.2007, 11:07
Posts: 1150
Location: Germany
No, morph targets are encoded within the model file. You can set a specific state of a morph target using the method mentioned above. These aren't animations like keyframe animations. If you have morph targets (also known as shape keys in blender) you can interpolate between the normal position and the morph target position by setting the weight to a value between 0 and 1. While zero means the morph target is not applied and 1 means the morph target is fully applied.


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