Mattizzle,
I am not explaining myself too well here - normally I use a loadanimmesh("mesh.b3d") and then simply use the animate entity command to get the entity animating.
but...
I am starting to work with a (brilliant) animator (using 3DS Max and B3D Pipeline) and the method stated above does not animate the mesh when loaded into B3D. So I read up on why it might not work, and it seems that finding the root bone and animating that instead may be the solution, but I can't figure out how to do it.
Now...if I take what my animator exports as a b£D mesh with animations galore and pass it thorugh UU3D and then import and export from Milkshape, it works with the code above - normally!!??? What I want is to be able to loadanimmesh and animate the character straight away, which is evidently possible as it works exported from Milkshape. Either way I want to (a)understand how to find the root bone and animate the mesh in (preferrably simple) code OR (b) set the export settings for B3D Pipeline differently if we currently have them wrong so the exported animated mesh works straight off!
IPete2.
I am not explaining myself too well here - normally I use a loadanimmesh("mesh.b3d") and then simply use the animate entity command to get the entity animating.
but...
I am starting to work with a (brilliant) animator (using 3DS Max and B3D Pipeline) and the method stated above does not animate the mesh when loaded into B3D. So I read up on why it might not work, and it seems that finding the root bone and animating that instead may be the solution, but I can't figure out how to do it.
Now...if I take what my animator exports as a b£D mesh with animations galore and pass it thorugh UU3D and then import and export from Milkshape, it works with the code above - normally!!??? What I want is to be able to loadanimmesh and animate the character straight away, which is evidently possible as it works exported from Milkshape. Either way I want to (a)understand how to find the root bone and animate the mesh in (preferrably simple) code OR (b) set the export settings for B3D Pipeline differently if we currently have them wrong so the exported animated mesh works straight off!
IPete2.