dark_sylinc wrote: โFri Dec 01, 2023 4:25 pm
The Morph sample should be what you need. Is there anything specifically that you think is not fit for your use case?
Thanks for the reply! I don't know if I've missed anything but the Morph sample is morphing meshes by changing the weight to their poses right?
In my case, I'm trying to import a mesh and load the shape animation I created when I exported that mesh, like in the link to blender2ogre that I provided.
I was expecting to be able to get some animation object from the scenenode of that mesh and then add frametime to it. I can't find the animation data in my object but the exporter did say that shape animation was exported, so the animation data probably is in there, I just don't know how to extract it. Here's the blender2ogre.log file:
Code: Select all
...
2023-11-27 10:48:56 [DEBUG] * Mesh has NO custom normals
2023-11-27 10:48:56 [ INFO] - Done at 0.37 seconds
2023-11-27 10:48:56 [ INFO] * Writing submeshes
2023-11-27 10:48:56 [ INFO] - Done at 0.37 seconds
2023-11-27 10:48:56 [ INFO] * Writing shape keys
2023-11-27 10:48:57 [ INFO] - Done at 0.76 seconds
2023-11-27 10:48:57 [ INFO] * Writing shape animations
2023-11-27 10:48:57 [ INFO] - Done at 0.81 seconds
...
The Morph sample seems to be creating an animation on the fly by changing the pose's weight to a sin function, not getting an existing shape animation and run it . Are these methods actually the same and I can achieve what I wanted with setPoseWeight? or is there another function for my use case?