These answers are relevant to the CS 2.0 branch, which is the advised
version to use.

* About dynamic meshes/worlds:

If you want to animate manually a mesh, you may use a genmesh and
implement a class inheriting from iGenMeshAnimationControl. This latter
interface allows you to update the topology of the mesh or whatever
other parameter.

You can see an example of implementation with
CS::Animation::iSoftBodyAnimationControl, which animates the genmesh
depending of the motion of a physicaly simulated soft body. There are
also some other examples in plugins/mesh/genmesh, although their usage
is now roughly obsoleted by the more recent animesh.

If you want to modify a terrain, then you may use iTerrainModifier's
which allows to modify locally the topology of the heightmap. This is
also possible to add and remove dynamically new terrain cells. You may
also consider to implement a iTerrainCellFeederProperties, in order to
generate the topology of the terrain by yourself. You can for example
use it in conjunction with the embedded libnoise library (in
CS::Math::Noise), and use eg a Perlin noise to generate your terrain.

As you mentioned, this is possible to create a portal in order to 'open
a hole' in a terrain, eg for a tunnel or a cave. This is actually the
advised way to do it.

And there are no opposition to modify dynamically a lot your
environment, ie the sectors, portals, meshes, etc, the main drawback
would be that you cannot therefore use precomputed lightmaps. To deal
with this, you can either choose to have a poor lighting in your
application, or switch to the deferred render manager which can easily
manage many dynamic lights in whatever dynamic environment.


* About skeletal and morph animations

You shouldn't use anymore Cal3D, it is now replaced by the animesh which
is more powerful (see eg avatartest).

To export your animesh from Blender to CS, you should use the svn trunk
of blender2cs, the trunk version including some fixes for animeshes.
There is a tutorial page for the specific case of an animated mesh:
http://leapingcat.org/blender2crystal/index.php/Exporting_armature_animation_using_genmesh

For Blender 2.5, there are currently no support for animeshes, this is
still something to do.

Another way to import your animated model is to use the Assimp plugin,
which would allow to import it directly from eg .3ds or .obj files (but
the morph animations are not yet supported by Assimp, only the skeletal
ones).




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