Hi mates
I have an X file with animations in it. I can see the animations in the DirectX viewer, I know the animations are bone based, so I think everything should work right.
I read a thread on the forums about object animations that was a bit unconclusive and I can't get it too work.
For the purpose of my game, the best approach would be to have control over the frame I'm using for each object. This is due the fact that I have a board with 39 cloned objects and to give it a natural feel, I want each one on a diferent frame of a given animation. I tried something like this inside a function:
for ( int a = 1; a < 40; a++ )
{
dbSetObjectFrame ( a, board [ a ].frame++ );
if ( board [ a ].frame == 50 ) board [ a ].frame = 0 );
}
and later on a dbSync() occurs. But the object is in it's standard 0 frame, never moving.
From what I've read, I could use a dbObjectLoop. I don't get why there is some code written like this:
dbObjectLoop ( obj, startFrame, endFrame * 160 )
But it does not work, not only that but I would have no control over the frame where I'm at. But I would be happy if I could get any animation to work at this time.
I tried other approachs, like setting the object animation speed before the animation, nothing ever happens. The object never does anything. It's just froze.
I have a function that makes the object rotate when the mouse-hovers it. That works wonders. Anything that is related with the object's frames and animations, doesn't.
I have the feeling this is some kind of newcomer problem that maybe someone has faced, but I tried so many things that I really have no idea what is happening and my brain is starting to fry behond help.
Sorry if the command names are wrong and the lack of actual code, but I'm at work and the project files are not here.
Thank you for any help.
V
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