Wintermute Engine Forum

Wintermute Engine => Technical forum => Topic started by: piere on January 06, 2011, 03:03:41 AM

Title: Working animation with .X files
Post by: piere on January 06, 2011, 03:03:41 AM
Hello I am good with animation in Maya but I am confused about the .X format. I have a .obj to .x converter, so I can easily put .x files into the Wintermute engine, but how would I get an animation into a .x file? Also I notice in the sample project Trinity is just standing there when looking at the actor file in directory. I know with 2D sprites when they walk around, it switches to different sprite files, but how would I handle the actions with the 3d actor file, for example, how would it know to use the proper walking motion, take motion, etc.

Thanks all
Title: Re: Working animation with .X files
Post by: Mnemonic on January 06, 2011, 09:21:29 AM
The .X file can contain multiple named animations. The engine looks for animations with specific names (such as "walk"). You can override these names using attributes such as actor.WalkAnimName.

As for .obj format, I don't think it supports animations, but I may be wrong.
Title: Re: Working animation with .X files
Post by: piere on January 16, 2011, 01:30:12 AM
I succesfully imported an animated .x file into Wintermute. I am having issues with switching the animations. For example, when I click an area, the actor goes to it but does not do the walk animation. Where would I go to set the animations for the different actions?

THanks
Title: Re: Working animation with .X files
Post by: odnorf on January 16, 2011, 01:59:11 AM
You have to define the animations in the actor definition file (http://docs.dead-code.org/wme/3D_actors_x.html).