Yeah – thanks nehon! Will definitely use this.
If I create two different chest armour, I will still have to give it a skeleton, and import the .skeleton.xml file, right?
EDIT: What if I want to attack (animation 1) while running (animation 2)? Wouldn’t I have to have two AnimControls?
AD skeleton:
you use 3D Max? or Blender?
in blender propably it need only Vertex Groups, but its not hard to import skeleton
AD edit:
you have AnimChannels to split it(it don’t need more animChannels - i tested)
i have actually:
[java] Set<String> torso = new HashSet<String>();
torso.add(“torso”);
Set<String> head = new HashSet<String>();
torso.add(“head”);
Set<String> topBones = new HashSet<String>();
topBones.add(“neck”);
topBones.add(“shoulder_left”);
topBones.add(“arm_left”);
topBones.add(“armend_left”);
topBones.add(“thumb_left”);
topBones.add(“thumbend_left”);
topBones.add(“hand_left”);
topBones.add(“finger_left”);
topBones.add(“shoulder_right”);
topBones.add(“arm_right”);
topBones.add(“armend_right”);
topBones.add(“thumb_right”);
topBones.add(“thumbend_right”);
topBones.add(“hand_right”);
topBones.add(“finger_right”);
Set<String> bottomBones = new HashSet<String>();
bottomBones.add(“Parent”);
bottomBones.add(“belt”);
bottomBones.add(“leg_left”);
bottomBones.add(“leg_right”);
bottomBones.add(“legend_left”);
bottomBones.add(“legend_right”);
bottomBones.add(“feetfront_left”);
bottomBones.add(“feetfront_right”);
bottomBones.add(“feetback_left”);
bottomBones.add(“feetback_right”);
setChannelBones(topBones, 0);
setChannelBones(bottomBones, 1);
setChannelBones(torso, 2);
setChannelBones(head, 3);
setAnim(“idle0”, LoopMode.Loop, 0, idleSpeed, 0);
setAnim(“idle0”, LoopMode.Loop, 1, idleSpeed, 0);
setAnim(“idle0”, LoopMode.Loop, 0, idleSpeed, 0);
setAnim(“idle0”, LoopMode.Loop, 1, idleSpeed, 0);[/java]
each set is other AnimChannel. - and it work perfect.
you can set time(not speed) of animation, so it will be synchronized(when you want change animation to runTop after attackTop and to be synchronized with runBottom)