zoukankan      html  css  js  c++  java
  • ogre demo_skeletalanimation

    D:\stu\GAMEENGINE\ogre\Tools\XMLConverter

    OgreXMLConverter.exe

    from:http://www.ogre3d.org/docs/manual/manual_47.html

    The OgreXmlConverter tool can converter binary .mesh and .skeleton files to XML and back again - this is a very useful tool for debugging the contents of meshes, or for exchanging mesh data easily - many of the modeller mesh exporters export to XML because it is simpler to do, and OgreXmlConverter can then produce a binary from it. Other than simplicity, the other advantage is that OgreXmlConverter can generate additional information for the mesh, like bounding regions and level-of-detail reduction.

    Syntax: Usage: OgreXMLConverter sourcefile [destfile]sourcefile = name of file to convertdestfile = optional name of file to write to. If you don't specify this OGRE works it out through the extension and the XML contents if the source is XML. For example test.mesh becomes test.xml, test.xml becomes test.mesh if the XML document root is <mesh> etc. When converting XML to .mesh, you will be prompted to (re)generate level-of-detail(LOD) information for the mesh - you can choose to skip this part if you wish, but doing it will allow you to make your mesh reduce in detail automatically when it is loaded into the engine. The engine uses a complex algorithm to determine the best parts of the mesh to educe in detail depending on many factors such as the curvature of the surface, the edges of the mesh and seams at the edges of textures and smoothing groups - taking advantage of it is advised to make your meshes more scalable in real scenes.

    I use OgreXMLConverter.exe to generate rjaiqua.mesh.xml, jaiqua.skeleton.xml

    jaiqua.skeleton.xml:

    <skeleton> <bones>--------------------- <bone id="0" name="head"><position x="0.5" y="0" z="-4.44089e-016" /> <rotation angle="0.309934"><axis x="0.283808" y="0.564704" z="0.77496" /></rotation></bone> <bone id="1" name="neck"><position x="0" y="-3.55271e-015" z="0" /> <rotation angle="1.25688"><axis x="0.0431474" y="-0.0144685" z="0.998964" />

    </rotation>

    ......................

    bonehierarchy>

    <boneparent bone="head" parent="neck" /><boneparent bone="neck" parent="neckroot" />

    <boneparent bone="Rbicept" parent="Rarmroot ......

    <animations>

    <animation name="Run" length="0.7"> <tracks> <track bone="head"> <keyframes> <keyframe time="0"><translate x="0" y="0" z="2.22045e-016" /> <rotate angle="0.274176"><axis x="-0.499034" y="-0.502816" z="-0.705791" /> </rotate></keyframe> <keyframe time="0.166667"><translate x="0" y="0" z="0" /> <rotate angle="0.312969"><axis x="-0.279987" y="-0.55982" z="-0.779878" /> </rotate></keyframe>

    <animation name="Sneak" length="10.6333">。。。

    ogre demo_skeletalanimation - wwweurope - wwweurope的博客
    ogre demo_skeletalanimation - wwweurope - wwweurope的博客

    ijust for fun(modify code slightly):

    n skeletalanimation.h

    line 170:

       if(0==i)
                mAnimState[i] = ent->getAnimationState("Turn");
        if(1==i)
         mAnimState[i] = ent->getAnimationState("Run");
        if(2==i)
         mAnimState[i] = ent->getAnimationState("Stagger");
        if(3==i)
         mAnimState[i] = ent->getAnimationState("Sneak");
        if(4==i)
         mAnimState[i] = ent->getAnimationState("Walk");

    //蒙皮技术。。。

  • 相关阅读:
    ACM-ICPC 2018 徐州赛区网络预赛 I. Characters with Hash
    hdu 5437
    poj 1502
    ACM-ICPC 2018 沈阳赛区网络预赛 K. Supreme Number
    ACM-ICPC 2018 沈阳赛区网络预赛 F. Fantastic Graph
    ACM-ICPC 2018 南京赛区网络预赛 B. The writing on the wall
    ACM-ICPC 2018 南京赛区网络预赛 J. Sum
    法里数列
    ACM-ICPC 2018 南京赛区网络预赛 L. Magical Girl Haze
    Hashtable 为什么不叫 HashTable?
  • 原文地址:https://www.cnblogs.com/europelee/p/3388665.html
Copyright © 2011-2022 走看看