Nubelite wrote:I made some modifications and added some collar and uvmaps to your mesh MirceaKitsune hope you don't mind :). If this model is to be used i am willing to make some animations and add a skeleton system to it. Total of 86 vertices. The shirt and pants are mapped so they can be customized for armor, jackets, layer shirts all with optical illusion graphics of course. I think just changing the jpg file for some clothing mods would be doable not fully sure.
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Nubelite wrote:Found this today Thread
content_cao.cpp, line 783: else if(m_prop.visual == "cube"){
content_cao.cpp, line 1025: if(m_prop.visual == "cube")
content_sao.cpp, line 785: m_prop.visual = "upright_sprite";
scene::ISceneNode* node = scenemgr->addAnimatedMeshSceneNode(scenemgr->getMesh("quake2model.md2"));
scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
mesh->drop();
anms->setFrameLoop(0, 13);
anms->setAnimationSpeed(15);
anms->setMD2Animation(scene::EMAT_RUN);
MirceaKitsune wrote:The black sphere is a simple obj file I made and exported in Blender. Unfortunately I was wrong in my earlier post... obj is a static format, and I need to find something else for rigged models.
Temperest wrote:This is awesome! I can't wait for the Git repo to be put up.
Temperest wrote:Yes, OBJ is a static format. Not very flexible either, but it's text based and basically every 3D application can export it. In fact, you can even write it out by hand. People do animation with OBJ files by making one for each keyframe and interpolating between them, or just making one for every single frame.
function switch_player_visual()
prop = {
mesh="player.obj",
texture="player.png",
visual="mesh",
}
for _, obj in pairs(minetest.get_connected_players()) do
obj:set_properties(prop)
end
minetest.after(1.0, switch_player_visual)
end
minetest.after(1.0, switch_player_visual)
function switch_player_visual()
local modpath = minetest.get_modpath("default")
prop = {
mesh=modpath.."/models/player.obj",
textures = {modpath.."/models/player.png", },
visual="mesh",
}
for _, obj in pairs(minetest.get_connected_players()) do
obj:set_properties(prop)
end
minetest.after(1.0, switch_player_visual)
end
minetest.after(1.0, switch_player_visual)
MirceaKitsune wrote:Important update: I was just able to get a skeletal mesh with looping animation to render (not controlled by the code yet). b3d would not work, so I'm going with the x format (DirectX). Blender has a native exporter for it, and Irrlicht supports it natively as well, so it's all good. This means the next part is getting working on the code to specify animation ranges. I might make a video if I find a working way to record my screen under Linux.
MirceaKitsune wrote:The head will already be able to look independently of the body using joint overrides (code positioning of bones). Parenting will however be useful for players holding items. Sadly both things will be tricky to implement, but I'm getting on it right now.
I can only send the compiled binaries for Linux... in my case it's compiled on openSUSE. If that helps I can put them in an archive later and send.
tkerwel wrote:MirceaKitsune wrote:The head will already be able to look independently of the body using joint overrides (code positioning of bones). Parenting will however be useful for players holding items. Sadly both things will be tricky to implement, but I'm getting on it right now.
I can only send the compiled binaries for Linux... in my case it's compiled on openSUSE. If that helps I can put them in an archive later and send.
maybe somebody else can complie this and provide version for windows/ubuntu etc...
its realy amazing what kind of progress you are doing, i wish some of this features could get into the original code of minetest. for my opinion this would be a big progress for animation
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