As recall names of bones?
Blitz3D Forums/Blitz3D Programming/As recall names of bones?
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Is possible to retrieve the names of bones to engage objects in those positions? I see that entintyname returns the name of the central bone of the mesh. |
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This may be because when you load the animated mesh into a variable, the variable holds the root-object of your entire animated mesh, which in this case is your central bone. You can use all the child-related commands (FindChild, GetChild, CountChildren, ...) on that entity to find a particular bone or loop through them all. All other bones should be children entities of your central bone. You could also make a for-each loop that lists all bones in your mesh. See the example in the docs for command CountChildren. If you find a child entity, you can use EntityName(child) to get the name of it. If you store the handles of every child in an array for example, you could make a custom-written animation system by manually controlling the position/rotation of each bone. Last edited 2012 |
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Oh! thank you very much friendGraphics3D 800,600,32,2 SetBuffer BackBuffer() Local Camara% = CreateCamera() Local Plano% = CreatePlane() Local Luz% = CreateLight() Local Yue% = LoadAnimMesh("Yue.b3d") ScaleEntity Yue%,.02,.02,.02 PositionEntity Camara%, 0,5,-10 Yes% = FindChild(Yue%,"Bone1") cubo% = CreateCube(Yes%) ScaleEntity Cubo%,50,50,50 Repeat RenderWorld TurnEntity Yes%,0,1,0 Text 0,10,Yes% Flip Forever ![]() Last edited 2012 Last edited 2012 |