Subanimations Supported In .X Files?

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RobHW 101 Aug 04, 2004 at 17:13

Do DirectX .x files support sub-animations? By this I mean the main animation is, say, of a character walking and swinging both arms, but a sub-animation can be used for the right arm for it to wave. Thanks.

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Mihail121 102 Aug 04, 2004 at 20:09

i think yes. it’s a simple combination of translation and rotation.

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anubis 101 Aug 04, 2004 at 23:49

if you want the model to wave his hand while walking the technique you are reffering to is called animation bleding. the generall idea is, as the name suggests, that you have two seperate animations that both have a weight that determines how much effect each animation has on the final movement. i don’t know however if .X files support that but googling on animation blending and .X files should turn something up

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davepermen 101 Aug 05, 2004 at 04:30

you mean blending, not?

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Mihail121 102 Aug 05, 2004 at 07:37

As far as i can remember from my small DX experience, the X models are based on keyframes so the blending as anibis should be in there, yes. Just get the two rotations between this and the next frame and learp them using a quaternion expressed as a function of a time. It’s straight forward.

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rogerdv 101 Aug 07, 2004 at 19:51

@Mihail121

As far as i can remember from my small DX experience, the X models are based on keyframes so the blending as anibis should be in there, yes. Just get the two rotations between this and the next frame and learp them using a quaternion expressed as a function of a time. It’s straight forward. [snapback]9056[/snapback]

I think that ms3d, md5 and .X file formats uses skeletal animations. 3ds, md2/md3 uses keyframe animation.

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rogerdv 101 Aug 07, 2004 at 19:53

BTW, if file format support skeletal animations, dont you have the possibility to create animations at runtime?