![]() Save the KeyFrames, into a seperate file Be able to select each vertex/group of vertexs, and assign it to a bone Create and Edit Bones(modifyed matrixs, with kids/parents, name, and reference of vertexs) Youd want your animation tool have features somthing like this: In you animation tool you make Key Frames(different set locations/rotations of each matrix in the model) you can then smothly animate(move/rotate) each matrix to its next keyframe state The models vertexs will always be transformed by its matrix, therefor, when you rotate the matrix, you rotate the vertexs assigned to it. ![]() There can be several diferent matrixs( bones) in a model(one for the left arm, one for the head, one for the right leg, ect.). you can do this by asigning each vertex to a matrix(commonly nown as a bone) that you create in you animation tool, To animate the model you have to move/rotate its vertexs along a set path. ill give you a simple idea of hows its done(forgive if im being to basic)įirst a model, as you know, is made up of an array of 3d vertexs(points), Yes it is possible to animate models in openGL using your own 3d animating tool but this would take a while to write, have to be fairly user frendly, and would need a good understanding of matrix math. you could try using ac3d for modeling, and milkShape for animating(if you download the AC3D plugin pack, it support milkShape 3D file Impoting/Exporting), Have you looked at the CharaterFX animation tool link in my post ubove? CharaterFX is a great program, (and cheaper than milkShape 3D) you might want to look into that. Personaly, i much prefer AC3D over milkShape 3D, much faster, and easyer. OpenGL site, look under tutorials>openGL>page 4 & 5 for some animation tuts) (at the bottom of the site there is some openGL Animation tutorials + demos) Id realy enjoy talking to a person who shares the same interest in game programing. i hope that i helped you a little.Īgain, if you need a little more detailed info, or would like to ask me a quesiton you think i could help you with, just e-mail, or reply to this post. although that would require a good understanding of matrix's and 3d space. which you could impliment into your game. ac file an then you could set up some of your own Bones for animation, and then save as your own bones file type. ![]() then load that file into your game, along with your model file, and use that as your animation.Īn alternative way to do this is to write your own animation tool, where it would load a. obj for example) and then import them into another 3D modeling program that does suport animation, then save the animations as a seperate Bones file. therfor to do animation you will probly have to export your models as a common file type(.3ds or. ac file type.Īs far as Animating your models, well from what i hear AC3D is going to support Animations soon, but not yet. ac file like a text document, this might help if you realy want to know what the format of a. Im a currently starting an game project(very early stage) similer to a Star Fox game, and i use my AC3D loader to load all the ship models i make in AC3D into the game.Īcculy i did not learn AC3D file loading form looking at the downloadble source, i learned it from looking at AC3D files them selves(although this is not such a good idea for begginners, because ac3d files arent always constant, depending on Object Location, Texture, ect.) you can open an. This is a great good place to start, although i have writtin my own AC3D file Loader that i think is less compilcated(but it is also not complete) than the source you can download, if you want i might be able to send you a modify copy of it. You can download the source code for an AC3D file loader/viewer at: The request you have made isnt an easy one, i can't write a tutorial on it right now, but i can give you some information on where to start.
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