Skeletal animation workaround

A place for users of OGRE to discuss ideas and experiences of utilitising OGRE in their games / demos / applications.
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Bringer of Darkness
Halfling
Posts: 98
Joined: Thu May 05, 2005 3:57 pm

Skeletal animation workaround

Post by Bringer of Darkness »

I have a small question for you guys, who have worked out this great engine;)))):

I am interesting, how the skeletal animation works - my problem is as follows:
1. Asume I have forest scene (created outside of Ogre), with hundred of trees. I want to animate all of them using a skeletal animation.
2. All trees are instances of one tree - this one is bound to skeleton. Here comes the problem.
- Once I bound skeleton to mesh, the original tranformation coordinates are unusable - this means, I export scene, load it to Ogre, but object is out of place completely. I realized, that I have to set x,y,z positions to 0, scales to 1 to get the place on place.
But if I do so, there is no way, any instance will be right on place - all instances, using this animated mesh will be out of their places...

I would definitively appreciate any ideas how to sort this out?
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