Thanks for the information guys. :)
DangerDave: Great! That's just what I was hoping to hear! Do you know if Milkshape supports the importing of animation information for the Wavefront (.obj) file format? If so, output from Messiah:animate could also be used to get animated objects into Blitz3D. (Messiah:animate is fantastic because of its awesome 'autorig' skinning, and 'muscle-bone' technology - I'm considering purchasing it - although not cheap, you get what you pay for I suppose - unfortunately the demo version of it doesn't support saving or exporting).
Lee: I was able to get Deform to read my .LWS scene file by moving the skelegons in the model (.LWO) file into layer 2. However, when I load the resulting .b3d file into Blitz3D and then use the command "Animate model_handle, 2" command (or "Animate model_handle,2,1,0"), I'm still not seeing any animation.
Perhaps I'm not using the 'Animate' command correctly? From the Blitz documentation, it seems to me that if I wanted to see my animation ping-pong back and forth from start to finish I would only have to issue this command once, rather than continually run it inside the main game loop. (I apologize for this newbie question about animation -- perhaps I should ask it in another thread, but I just want to make sure I'm not doing anything else wrong.)
Another thing regarding the Rigid.exe program I am confused about. It says it allows multi-layered objects to be animated, but doesn't support deformation, just rotation and positioning information. Does this mean it supports endomorphs but not bone manipulation?
DangerDave: Great! That's just what I was hoping to hear! Do you know if Milkshape supports the importing of animation information for the Wavefront (.obj) file format? If so, output from Messiah:animate could also be used to get animated objects into Blitz3D. (Messiah:animate is fantastic because of its awesome 'autorig' skinning, and 'muscle-bone' technology - I'm considering purchasing it - although not cheap, you get what you pay for I suppose - unfortunately the demo version of it doesn't support saving or exporting).
Lee: I was able to get Deform to read my .LWS scene file by moving the skelegons in the model (.LWO) file into layer 2. However, when I load the resulting .b3d file into Blitz3D and then use the command "Animate model_handle, 2" command (or "Animate model_handle,2,1,0"), I'm still not seeing any animation.
Perhaps I'm not using the 'Animate' command correctly? From the Blitz documentation, it seems to me that if I wanted to see my animation ping-pong back and forth from start to finish I would only have to issue this command once, rather than continually run it inside the main game loop. (I apologize for this newbie question about animation -- perhaps I should ask it in another thread, but I just want to make sure I'm not doing anything else wrong.)
Another thing regarding the Rigid.exe program I am confused about. It says it allows multi-layered objects to be animated, but doesn't support deformation, just rotation and positioning information. Does this mean it supports endomorphs but not bone manipulation?