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.

#52377
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).

#188262
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

#188264

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