Andrea - thanks a lot! Sorry for the misunderstanding.
Ross - wouldn't it be better to use a meshless top node, a simple pivot? That's also my question, how do I make a pivot node? would it simply look like this:
Would this "top_node" be the top pivot? What happens when the first node is a
mesh? In Blitz there's always a pivot at the top, isn't it?
And is a node automaticly a pivot when there's no mesh data?
Well now we really are able to
A: Read Andreas Source
B: As suggested by Smiff use the B3D to XML source to make exported B3D (eg. by Pacemaker :) ) human readable.
C: Use Smiffs code from the archives.
All of a sudden we have multiple choices WOW!
Thanks a lot everybody!
Ross - wouldn't it be better to use a meshless top node, a simple pivot? That's also my question, how do I make a pivot node? would it simply look like this:
b3dBeginChunk( "NODE" ) b3dWriteString( "top_node" ) b3dWriteFloat( 0 ) ;x_pos b3dWriteFloat( 0 ) ;y_pos b3dWriteFloat( 0 ) ;y_pos b3dWriteFloat( 1 ) ;x_scale b3dWriteFloat( 1 ) ;y_scale b3dWriteFloat( 1 ) ;z_scale b3dWriteFloat( 1 ) ;rot_w b3dWriteFloat( 0 ) ;rot_x b3dWriteFloat( 0 ) ;rot_y b3dWriteFloat( 0 ) ;rot_z b3dBeginChunk( "NODE" ) b3dWriteString( "first_gen" ) b3dWriteFloat( 0 ) ;x_pos b3dWriteFloat( 0 ) ;y_pos b3dWriteFloat( 0 ) ;y_pos b3dWriteFloat( 1 ) ;x_scale b3dWriteFloat( 1 ) ;y_scale b3dWriteFloat( 1 ) ;z_scale b3dWriteFloat( 1 ) ;rot_w b3dWriteFloat( 0 ) ;rot_x b3dWriteFloat( 0 ) ;rot_y b3dWriteFloat( 0 ) ;rot_z WriteMESH( mesh1 ) b3dEndChunk() ;end of NODE chunk b3dEndChunk() ;end of NODE chunk
Would this "top_node" be the top pivot? What happens when the first node is a
mesh? In Blitz there's always a pivot at the top, isn't it?
And is a node automaticly a pivot when there's no mesh data?
Well now we really are able to
A: Read Andreas Source
B: As suggested by Smiff use the B3D to XML source to make exported B3D (eg. by Pacemaker :) ) human readable.
C: Use Smiffs code from the archives.
All of a sudden we have multiple choices WOW!
Thanks a lot everybody!