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). ------------------------------------------------------------------------------ Get a FREE DOWNLOAD! and learn more about uberSVN rich system, user administration capabilities and model configuration. Take the hassle out of deploying and managing Subversion and the tools developers use with it. http://p.sf.net/sfu/wandisco-dev2dev _______________________________________________ Crystal-main mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[email protected]?subject=unsubscribe
