Game Development Reference
In-Depth Information
The skeleton that this animation will be applied to is the first thing that the CIwAnim
instance will specify. This is then followed by a number of CIwAnimKeyFrame
declarations that detail the positions and orientations of each affected bone at a
particular time index.
Key frames do not need to list the orientation and position of each bone in the
skeleton. If a bone has not moved relative to its parent, its position will remain as
it was at the previous key frame.
The exporters will create an anims sub-directory to hold all the ANIM files. An
example of an ANIM file is provided in the following code; but as with the SKIN file,
this is just a partial example so as to not ill the pages of this topic with lots of numbers:
CIwAnim
{
skeleton "FlagPoleBase"
// Keyframe# 1
CIwAnimKeyFrame
{
time 0
bone "FlagPoleBase"
pos {-0.38309,-1.27709,0}
rot {0.70711,0,0,0.70711}
bone "PoleA"
pos {258.20248,0.00000,0}
rot {1,0,0,0}
bone "PoleB"
pos {255.88675,0.00000,0}
rot {1.00000,0,0,-0.00200}
bone "PoleC"
pos {257.60138,-0.00000,0}
rot {0.00000,0.99998,0.00615,0.00000}
bone "PoleD"
pos {255.08751,-0.00000,-0.00000}
rot {0.00000,0.99998,0.00621,0.00000}
bone "PoleE"
pos {257.19775,0.00000,-0.00000}
rot {1.00000,0,0,0.00206}
bone "FlagStart"
 
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