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		<title><![CDATA[GMan's Mods & Stuff — Coming to Irrlicht from B3D - Animation]]></title>
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		<description><![CDATA[The most recent posts in Coming to Irrlicht from B3D - Animation.]]></description>
		<lastBuildDate>Thu, 05 Jan 2006 18:05:28 +0000</lastBuildDate>
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			<title><![CDATA[Re: Coming to Irrlicht from B3D - Animation]]></title>
			<link>https://gprogs.com/viewtopic.php?pid=18#p18</link>
			<description><![CDATA[]]></description>
			<author><![CDATA[null@example.com (gman)]]></author>
			<pubDate>Thu, 05 Jan 2006 18:05:28 +0000</pubDate>
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			<title><![CDATA[Re: Coming to Irrlicht from B3D - Animation]]></title>
			<link>https://gprogs.com/viewtopic.php?pid=17#p17</link>
			<description><![CDATA[]]></description>
			<author><![CDATA[null@example.com (DuncanC)]]></author>
			<pubDate>Thu, 05 Jan 2006 16:50:05 +0000</pubDate>
			<guid>https://gprogs.com/viewtopic.php?pid=17#p17</guid>
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			<title><![CDATA[Re: Coming to Irrlicht from B3D - Animation]]></title>
			<link>https://gprogs.com/viewtopic.php?pid=13#p13</link>
			<description><![CDATA[<p>greetings DuncanC <img src="https://gprogs.com/img/smilies/smile.png" width="15" height="15" alt="smile" />&nbsp; i dont know of any definitive resource but i will try to point you in a direction and hopefully get you started.&nbsp; the API documentation from Irrlicht (see post in docs forum) is always a good place to start.&nbsp; IAnimatedMesh (T_irrIAnimatedMesh in mods) is where you will want to begin looking.&nbsp; everything is done through interfaces but you can &quot;cast&quot; the IAnimatedMesh instance into the proper subtype.&nbsp; to do this you first need to determine what type the animated mesh is.&nbsp; use the getMeshType() method on T_irrIAnimatedMesh to do this.&nbsp; once you know the type you can do something like:<br /></p><div class="codebox"><pre><code>Local xmesh:T_irrIAnimatedMeshX=T_irrIAnimatedMeshX.createFromHandle(basemesh.handle,False)</code></pre></div><p>where basemesh is your instance of T_irrIAnimatedMesh.&nbsp; by doing this, you can now access the model format-specific methods and functionality.&nbsp; for more info on the model-specific functionality see the documentation on the following types:</p><p>T_irrIAnimatedMeshMD2<br />T_irrIAnimatedMeshX<br />T_irrIAnimatedMeshMS3D</p><p>once you load the mesh into a scene node then you access features of it through:</p><p>T_irrIAnimatedMeshSceneNode</p>]]></description>
			<author><![CDATA[null@example.com (gman)]]></author>
			<pubDate>Thu, 05 Jan 2006 13:11:43 +0000</pubDate>
			<guid>https://gprogs.com/viewtopic.php?pid=13#p13</guid>
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		<item>
			<title><![CDATA[Coming to Irrlicht from B3D - Animation]]></title>
			<link>https://gprogs.com/viewtopic.php?pid=11#p11</link>
			<description><![CDATA[<p>Hello, complete newcomer to Irrlicht here. Is there a good guide anywhere to mesh animation in Irrlicht? I&#039;m more interested in skeletal than MD2 or whatever it&#039;s called. In particular I&#039;d like to know if it&#039;s possible to do smooth tweening into a new animation, like B3D allows.</p>]]></description>
			<author><![CDATA[null@example.com (DuncanC)]]></author>
			<pubDate>Thu, 05 Jan 2006 12:30:59 +0000</pubDate>
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