How to export auto animate for mesh and skeleton?

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phuvinh1408
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How to export auto animate for mesh and skeleton?

Post by phuvinh1408 »

Hi guys, I have an object with keyframe for animation. I want to know do we have any method for making auto animate when we run the object in the game. I did see some mesh get along with a skeleton with auto animate, but when I convert to *.xml file It does not not have any key-frame in animation element, but they can auto move in game. For my object that I create, It can action in Ogre Meshy tool when I click on the animation name that was my_animation, but It cannot auto animate in game. Do I need to change the name of the animation in blender or import the animation with object before I export. Can somebody help me with that? I am really appreciate It.

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sercero
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Re: How to export auto animate for mesh and skeleton?

Post by sercero »

As far as I know there is no auto-animate.

What do you want exactly?

To have the mesh animated all the time during execution of the rendering?

You say game, are you using Ogre meshes in some commercial game or are you referring to a game you are making?

phuvinh1408
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Re: How to export auto animate for mesh and skeleton?

Post by phuvinh1408 »

So actually that not my game, It is just an old version private source of commercial game online long time ago, in 2010. I want to re-make the game and upgrade the game engines, but I do not know exactly what version It is, but I am very sure the game engines was built in Ogre3d. So my question above means like the animal in the scene, they do not need the controller or any method, but they still have animate automatically, they can run, move, fly...etc.. So that I wonder to know how can that animal acting like that without controller. Because like I saw in the game engines, with file named fairy.log has a line : MovableObjectFactory for type 'AutoAnimationEntity' registered. That means the engines should have method for auto animate in OgreMain.dll or plugins of Ogre. If my answer not clear for you I can make an video that will show my question, If you want, just let me know.

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sercero
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Re: How to export auto animate for mesh and skeleton?

Post by sercero »

That seems to be a custom class that the developers have made.

There are references in the OGRE API to MovableObjectFactory, but not to "AutoAnimationEntity" so the last one was created by them.

Perhaps the game code is expecting the mesh/entity to have an animation track with a specific name...

phuvinh1408
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Re: How to export auto animate for mesh and skeleton?

Post by phuvinh1408 »

Yes, I already foud out the specific name that object was used. So now, all my object worked so great. Thank you for helping me.