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Bone and additional DX9 data #464428
02/12/17 17:39
02/12/17 17:39
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline OP
Senior Expert
Superku  Offline OP
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Hello!
Where's the bones and animation data stored? Is this somehow exposed to the acknex user/ dev, maybe over the model/ LPD3DXMESH pointer (if necessary/ possible via some pointer offset)? (What's the keyword, D3DXMESHCONTAINER, LPD3DXSKININFO?)

I asked this myself before, oftentimes because I wanted to copy animation from one entity to the other. Recently I (re-)discovered ent_blendpose() and I wish it had separate target and source entity pointers, like ent_animatefrom() or ent_blendframe().
Could this be added in the future/ next update?

Thanks.


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Re: Bone and additional DX9 data [Re: Superku] #464450
02/14/17 17:08
02/14/17 17:08
Joined: Jul 2000
Posts: 27,977
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,977
Frankfurt
Bones and animation are stored in internal structs. But I think you can retrieve the full bones state with the ent_bones... commands.

Re: Bone and additional DX9 data [Re: jcl] #464538
02/24/17 12:49
02/24/17 12:49
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline OP
Senior Expert
Superku  Offline OP
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Okay, thanks for the response.


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends

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