How to do frame animation with Mojo3D

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This topic contains 4 replies, has 2 voices, and was last updated by  Ferdi 6 months, 1 week ago.

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  • #13462

    Ferdi
    Participant

    So in mojo you can do simple animation like this:

    In Mojo3D we draw everything using scene.Render.  It seems there are 2 ways to do frame animation.  First way is using meshes and swaping it with a single model, like this:

    Second way is to use model making it visible or invisible.  Something like this:

    So which is “correct” way to do this and if you know why, that will be even better?

    #13474

    Ethernaut
    Participant

    If you’re just trying to load 2D images onto the same plane in 3D, this may help:

    https://github.com/DoctorWhoof/spriteTools

    The “AnimSprite” class does just that. You can load a sprite sheet and set the frame rate, specify which frames play in which order, etc. Sorry the example file is not helpful, I never updated it to demonstrate animated sprite frames… will try tomorrow night, if that interests you.

    #13478

    Ferdi
    Participant

    I have bunch of OBJ files.  I thought I just do frame animation with them, instead of bones.  Don’t waste your time on that.  I am just wondering.

    #13482

    Ethernaut
    Participant

    Ah, ok. In 3D, the most common is to create your animation within the 3D application you’re using and simply export it to a format that supports animation. Swapping the models is not a usual technique.

    #13496

    Ferdi
    Participant

    Lucky I asked.  Thanks Ethernaut.

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