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 friend 
Graphics3D 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 |