Hello,
I am a little confused by the way Blitz3D handles anim meshes.
I understand that loading meshes with the "loadAnimMesh" command copies over animation and hierarchy data, but what is confusing me is when I use this in combination with the Add Mesh command.
I wish to combine several animated meshes into one animated object. That is to say, I want to make 1 entity represent 5 or more actual meshes rather than add 5 animation sequences to the 1 mesh.
However when I use the Add Mesh command it only copies the mesh data itself, and not the animation and hierarchy information. Leaving my new multi-mesh entity as static and lifeless :/
Do I have to reconstruct the animation manually? Or must I use the LoadAnimMesh command and specify a parent (which takes a long time for the program to start).
What i'm really after is an "AddAnimMesh" command ! ;) Is there a way to do this please?
I am a little confused by the way Blitz3D handles anim meshes.
I understand that loading meshes with the "loadAnimMesh" command copies over animation and hierarchy data, but what is confusing me is when I use this in combination with the Add Mesh command.
I wish to combine several animated meshes into one animated object. That is to say, I want to make 1 entity represent 5 or more actual meshes rather than add 5 animation sequences to the 1 mesh.
However when I use the Add Mesh command it only copies the mesh data itself, and not the animation and hierarchy information. Leaving my new multi-mesh entity as static and lifeless :/
Do I have to reconstruct the animation manually? Or must I use the LoadAnimMesh command and specify a parent (which takes a long time for the program to start).
What i'm really after is an "AddAnimMesh" command ! ;) Is there a way to do this please?