I know how to work with blitz3d :)
But I don't understand what the best way is to handle an animation.
I have a walking dog animation http://www.zquare.nl/dog.max
exported with Pipeline to .b3d
But that one isn't working oke for me because i used bones.
And now i'm :( so now I really want to know what
the correct way is to handle this:
- make a dog (with-out bones and other crap)
- export them as parts (leg1.b3d,head.b3d,tail.b3d)
- load them as LoadMesh()
- make a parent and place the parts oke to it
- now coding the animation in a function dogWalk() dogJump()
-----------------
Or
- make a dog with bones
- export the dog with the bones
- load the dog as loadanimesh()
- use the animation key when walking
-----------------
oR
- make a dog again with-out bones
- animate it with-out bones in 3dmax
- export the dog
- load the dog as loadanimesh()
- use the animation key when walking
------------------
Thanks for the information
GC-Martijn
But I don't understand what the best way is to handle an animation.
I have a walking dog animation http://www.zquare.nl/dog.max
exported with Pipeline to .b3d
But that one isn't working oke for me because i used bones.
And now i'm :( so now I really want to know what
the correct way is to handle this:
- make a dog (with-out bones and other crap)
- export them as parts (leg1.b3d,head.b3d,tail.b3d)
- load them as LoadMesh()
- make a parent and place the parts oke to it
- now coding the animation in a function dogWalk() dogJump()
-----------------
Or
- make a dog with bones
- export the dog with the bones
- load the dog as loadanimesh()
- use the animation key when walking
-----------------
oR
- make a dog again with-out bones
- animate it with-out bones in 3dmax
- export the dog
- load the dog as loadanimesh()
- use the animation key when walking
------------------
Thanks for the information
GC-Martijn