I've been experimenting with Ogre for a while now; seems like a pretty cool engine. I created a simple mesh with skeletal animation in 3Dmax, exported it to OgreXML format, and then converted it to .mesh and .skeleton files.
It's a biped, but when I tried selecting the biped option in the exporter the maxscript fails with the following error:
The line in the script itself is return ((biped.getnode bipobj 13) == bipobj);Unknown property "getnode" in undefined
So I ended up exporting without the biped option on, I am not sure what the effects of that are.
So, two questions:
1) Why is the animation not working properly
2) Why is the script failing with the biped option on?
Any help would be appreciated
P.S.: It's 3Dmax version 6.0
P.P.S: The code:
Code: Select all
class Animator : public Ogre::FrameListener
{
public:
Animator(Ogre::Entity* object, Ogre::String animation)
{
mObject = object;
mAnimationName = animation;
mAnimation = mObject->getAnimationState(mAnimationName);
mAnimation->setEnabled(true);
time = 0;
}
bool frameStarted(const Ogre::FrameEvent& evt)
{
time = evt.timeSinceLastFrame;
mAnimation->addTime(time);
return true;
}
protected:
Ogre::Entity* mObject;
Ogre::String mAnimationName;
Ogre::AnimationState* mAnimation;
Ogre::Real time;
};