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Re: [model] Daemon Head Barricade.
Posted: Thu Dec 13, 2012 1:49 am
by Soaponarope
Flatline,
Very cool. Can't wait to see it. And nice solution, that is easier than I was thinking.
Re: [model] Daemon Head Barricade.
Posted: Thu Dec 13, 2012 9:43 am
by Xanathar
The night brought some idea and I fear the thing might be that the monsters require a skeletal animation while the model has no skeleton nodes, so it's animated through traditional techniques of changing its matrix. I really don't know, but I'm guessing
The solution with two models would probably work due to some odd behaviour I noticed when trying to attach the deamonhead to the basic uggardian animation (as suggested by Phitt): if a node is not specified in animation, its mesh is rendered with the model matrix, while the node specified in "meshName" (which must be a mesh) is not rendered if it does not have bones. However this solution would spam the console of warnings that the model has not a valid skeleton, so it seems that the
real solution to this is really adding a dummy single bone which tricks the engine in performing traditional animation. This needs some changes to the anim editor or GMT, I will try to experiment with it but no guarantees
If I sound confused, it's because I am
