I am trying to create a program that I will be able to make the animations store the data and then play back the animation in the given time. To store the data I started to use MAXML by John J. witch is great.
My problem is that to make this trick for evry keyframe I have to store the original position of the Object , the Length in millisecs of the Animation , the disired new position of the Object , a Byte to check if it is playing , and the time in millisecs the animation begun to play.
Total 5.
As I am working for 2D in BlitzMax I have.
Original Position : x:double 64 bit , y:Double 64bit TOTAL 128 bit
Length : int 32 bit
new position : like the original 128 bit
playing : byte 4 bit
Start time : int 32 bit
This method gives me total 324 bit just for a keyframe.
And other stuff to play it...
My questions are :
Is it worth it to be done this way?
Are any other methods to do this trick?
It will be good for skeleton animation?
I am not giving any code right now cause I deleted my previus job as I descovered the power of the MAXML.
EDIT:
I changed the KeyFrame and now have
Length:int -> millisecs
Angle:double[] -> for evry bone that had changed in respect with it's parent bone
preAngle:double[] -> that it's just for help to keep track what changes maded.
JointNumber:byte[] -> that it's the position in the array of the Skeleton.
I also finished the trick..
My problem is that to make this trick for evry keyframe I have to store the original position of the Object , the Length in millisecs of the Animation , the disired new position of the Object , a Byte to check if it is playing , and the time in millisecs the animation begun to play.
Total 5.
As I am working for 2D in BlitzMax I have.
Original Position : x:double 64 bit , y:Double 64bit TOTAL 128 bit
Length : int 32 bit
new position : like the original 128 bit
playing : byte 4 bit
Start time : int 32 bit
This method gives me total 324 bit just for a keyframe.
And other stuff to play it...
My questions are :
Is it worth it to be done this way?
Are any other methods to do this trick?
It will be good for skeleton animation?
I am not giving any code right now cause I deleted my previus job as I descovered the power of the MAXML.
EDIT:
I changed the KeyFrame and now have
Length:int -> millisecs
Angle:double[] -> for evry bone that had changed in respect with it's parent bone
preAngle:double[] -> that it's just for help to keep track what changes maded.
JointNumber:byte[] -> that it's the position in the array of the Skeleton.
I also finished the trick..