I have been attempting to directly access the bones in my .b3d file without success.
here is the .b3d file and code
www.bmaxbook.com/BoneTest.zip
it is a very simple file:
turretmesh: the 'skin'
bodybone: the bone that the lower part is attached to
headbone: the bone that the upper part is attached to.
i have animation in there so if you animate(turret) after load you will see it (don't forget to uncomment updateworld)
I want to control the headbone manually (i.e rotate it programmatically independent of the animation keys)
here is the code that I am using (same as in zip)
here is the .b3d file and code
www.bmaxbook.com/BoneTest.zip
it is a very simple file:
turretmesh: the 'skin'
bodybone: the bone that the lower part is attached to
headbone: the bone that the upper part is attached to.
i have animation in there so if you animate(turret) after load you will see it (don't forget to uncomment updateworld)
I want to control the headbone manually (i.e rotate it programmatically independent of the animation keys)
here is the code that I am using (same as in zip)
Import sidesign.MiniB3D Strict Graphics3D 800,600,32 Local turret:Tentity = LoadAnimMesh("turretbones.b3d") Local headbone:Tentity 'headbone = FindChild(turret , "headbone") If CountChildren(turret) > 0 For Local childcount:Int = 1 To CountChildren(turret) Local child:Tentity = GetChild(turret,childcount) Print EntityName(child) For Local childcount2:Int = 1 To CountChildren(child) headbone = GetChild(child,childcount2) Print EntityName(headbone) Next Next EndIf Local cam:Tcamera = CreateCamera() MoveEntity cam,0,10,-25 Local R# = 0.0 Repeat R:+1 'RotateEntity headbone,0,R#,0,1 TurnEntity headbone,0,1,0,1 'UpdateWorld RenderWorld Flip Until KeyDown(KEY_ESCAPE)