Author Topic: Egon, What About Your Own Skeletal Extension?  (Read 9717 times)

Offline cyberkilla

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Re: Egon, What About Your Own Skeletal Extension?
« Reply #15 on: August 14, 2008, 04:36:27 pm »
I wrote the basics of this SkeletalAPI a few years ago.

The OgreXML format was a little hard to understand at the time(couldn't find specs for it), so I installed Blender and exported several models through it's OgreXML exporter.

I'm terribly sorry that I can't recall how it works. I will open it up at some point and clean up the API.
I'll make a nice simple example for it, and a document the source code more thoroughly.
I can't promise anything, but I would like to see it working in other projects or at least make it easier for someone to make advancements to it - preferably keeping it out in the open for everyone to benefit from.

I intend to return to it when I continue work on my 3D project, but I'll be honest with you, I don't know when that will be:)

The xml exported by blender was very simple - I remember having to convert everything to triangles, and there might have been a few other options I used on the exporter. The other 3D modellers tend to use more complex parts of the format - parts that I did not think about because I was just excited that the bones were pivoting!:)
« Last Edit: August 14, 2008, 05:40:49 pm by cyberkilla » - Text Based MMORPG - 3D Isometric MMORPG