OGRE – Animation time? Realtime character control

Sep 18, 2010 at 8:57pm

OGRE – Animation time? Realtime character control

I am interested in learning a 3d engine THinking of Cinema4d. with this in mind I looked for ways to implement my future designs into max ; I found jit,ogre’s animation, it is very interesting.

My question is with regards the animation time, whenever I load the Jit.OGRe examples and hit the behaviour animation presets, they usually last a very short time and loop.
Is there a limit to how long you can make the mesh/armature animation loop. Say if I want an animation of 5 minutes so that a user could affect the animation differently during the five minutes. IS this recommended , possible?

or is it better to use counters to control small loops and make the characters be actually dynamic?

when I tell the ninja to attack he attacks in a loop, if I add a walk it is a walk attack kind of loop.. how can I make him walk and stop and attack punsh,,… resume walking stop and the jump resume walking stop and the fall. etc

thanks for the help – THe max community is the best.

Sep 20, 2010 at 8:10pm

hi, these are all good questions, and the jit-ogre does actually have the ability to do what you wish.
however, it will take me some time to document this functionality.
i will do my best to get something to you sometime this week.

you can export 5 minutes of an animation if you wish, and it should play back fine.
the .animation file will be quite large however (depending on the amount of keyframes).

Sep 22, 2010 at 1:40am

Great! :) good to know.
by the way
your implementation of ogre to max is great, thanks for taking the time


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