Hello,
I might have missed something somewhere ... but looking at forum
and doc does not gives much hilite in my issue (note: the bug tracker
was not accessible at the time of writing, so if it is an existing issue,
sorry for the duplication)
What I am trying to achieve is "simple": I want an analog clock that
animates
it's arrows. I have got the time management cornered, now I need to animate.
Since I didn't really founda way to export my mesh hierarchically and
use "hierarchy" animation, and that I wanted to learn Cal3D, I went through
the cal3d route.
I looked up the api to do pose of the bones myself.
Issue is, I update the bones, but nothing happen (note that if I play the
sample animation I have set on the cal3d mesh, it does play).
I am on crystal+cel 1.2, lib version 1.2_002, WinXP pro SP2,
Intel pentium M, radeon X700
The code to animate the bones boils down to this:
csRef<iSpriteCal3DState>
factstate(scfQueryInterface<iSpriteCal3DState> (
m_pcClockMesh->GetMesh()->GetMeshObject())); // My mesh resides in
a pcMesh of the entity
m_skeleton = factstate->GetSkeleton();
m_refSecondsBone = m_skeleton->FindBone("SecondsBone");
csReversibleTransform t = m_refSecondsBone ->GetTransform();
csXRotMatrix3 rot(2 * PI * m_iSeconds / 60.0); // note: m_iSeconds
does get updated ...
csReversibleTransform t2(rot,t.GetOrigin());
m_refSecondsBone ->SetTransform(t2);
m_skeleton->UpdateBones();
Is there something simple I am missing ?
Best regards,
Sebastien.
-------------------------------------------------------------------------
This SF.net email is sponsored by: Microsoft
Defy all challenges. Microsoft(R) Visual Studio 2005.
http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/
_______________________________________________
Crystal-main mailing list
[email protected]
https://lists.sourceforge.net/lists/listinfo/crystal-main
Unsubscribe: mailto:[EMAIL PROTECTED]