I'm playing with a sample X-file from:
http://local.wasp.uwa.edu.au/~pbourke/dataformats/directx/
When I run this file, I see the original mesh rendering while the animation plays. Anyone know how to fix this?
Regards,
Jason
The file is:
//////BEGIN FILE AFTER THIS LINE
xof 0302txt 0064
Material RedMaterial {
1.000000;0.000000;0.000000;1.000000;; // R = 1.0, G = 0.0, B = 0.0
0.000000;
0.000000;0.000000;0.000000;;
0.000000;0.000000;0.000000;;
}
Material GreenMaterial {
0.000000;1.000000;0.000000;1.000000;; // R = 0.0, G = 1.0, B = 0.0
0.000000;
0.000000;0.000000;0.000000;;
0.000000;0.000000;0.000000;;
}
//////////////////////////////////////////////////////////////////////////////
// Begin CUBE MESH
//////////////////////////////////////////////////////////////////////////////
Mesh CubeMesh {
8; // 8 vertices
1.000000;1.000000;-1.000000;, // vertex 0
-1.000000;1.000000;-1.000000;, // vertex 1
-1.000000;1.000000;1.000000;, // etc...
1.000000;1.000000;1.000000;,
1.000000;-1.000000;-1.000000;,
-1.000000;-1.000000;-1.000000;,
-1.000000;-1.000000;1.000000;,
1.000000;-1.000000;1.000000;;
12; // 12 faces
3;0,1,2;, // face 0 has 3 vertices
3;0,2,3;, // etc...
3;0,4,5;,
3;0,5,1;,
3;1,5,6;,
3;1,6,2;,
3;2,6,7;,
3;2,7,3;,
3;3,7,4;,
3;3,4,0;,
3;4,7,6;,
3;4,6,5;;
// All required data has been defined. Now define optional data
// using the hierarchical nature of the file format.
MeshMaterialList {
2; // Number of materials used
12; // A material for each face
0, // face 0 uses the first
0, // material
0,
0,
0,
0,
0,
0,
1, // face 8 uses the second
1, // material
1,
1;;
{RedMaterial} // References to the definitions
{GreenMaterial} // of material 0 and 1
}
MeshNormals {
8; // define 8 normals
0.333333;0.666667;-0.666667;,
-0.816497;0.408248;-0.408248;,
-0.333333;0.666667;0.666667;,
0.816497;0.408248;0.408248;,
0.666667;-0.666667;-0.333333;,
-0.408248;-0.408248;-0.816497;,
-0.666667;-0.666667;0.333333;,
0.408248;-0.408248;0.816497;;
12; // For the 12 faces,
3;0,1,2;, // define the normals
3;0,2,3;,
3;0,4,5;,
3;0,5,1;,
3;1,5,6;,
3;1,6,2;,
3;2,6,7;,
3;2,7,3;,
3;3,7,4;,
3;3,4,0;,
3;4,7,6;,
3;4,6,5;;
}
MeshTextureCoords {
8; // Define texture coords
0.000000;1.000000; // for each of the vertices
1.000000;1.000000;
0.000000;1.000000;
1.000000;1.000000;
0.000000;0.000000;
1.000000;0.000000;
0.000000;0.000000;
1.000000;0.000000;;
}
}
//////////////////////////////////////////////////////////////////////////////
// END CUBE MESH
//////////////////////////////////////////////////////////////////////////////
Frame CubeFrame {
FrameTransformMatrix {
1.000000, 0.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000, 0.000000,
0.000000, 0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 0.000000, 1.000000;;
}
{CubeMesh} // You could have the mesh inline, but this // uses an object reference instead.
}
AnimationSet AnimationSet0 {
Animation Animation0 {
{CubeFrame} // Use the frame containing the cube.
AnimationKey {
2; // Position keys
9; // 9 keys
1000; 3; -100.000000, 0.000000, 0.000000;;,
2000; 3; -75.000000, 0.000000, 0.000000;;,
3000; 3; -50.000000, 0.000000, 0.000000;;,
4000; 3; -25.500000, 0.000000, 0.000000;;,
5000; 3; 3.000000, 0.000000, 0.000000;;,
6000; 3; 25.500000, 0.000000, 0.000000;;,
7000; 3; 50.000000, 0.000000, 0.000000;;,
8000; 3; 75.500000, 0.000000, 0.000000;;,
9000; 3; 100.000000, 0.000000, 0.000000;;;
}
}
}
///END File
http://local.wasp.uwa.edu.au/~pbourke/dataformats/directx/
When I run this file, I see the original mesh rendering while the animation plays. Anyone know how to fix this?
Regards,
Jason
The file is:
//////BEGIN FILE AFTER THIS LINE
xof 0302txt 0064
Material RedMaterial {
1.000000;0.000000;0.000000;1.000000;; // R = 1.0, G = 0.0, B = 0.0
0.000000;
0.000000;0.000000;0.000000;;
0.000000;0.000000;0.000000;;
}
Material GreenMaterial {
0.000000;1.000000;0.000000;1.000000;; // R = 0.0, G = 1.0, B = 0.0
0.000000;
0.000000;0.000000;0.000000;;
0.000000;0.000000;0.000000;;
}
//////////////////////////////////////////////////////////////////////////////
// Begin CUBE MESH
//////////////////////////////////////////////////////////////////////////////
Mesh CubeMesh {
8; // 8 vertices
1.000000;1.000000;-1.000000;, // vertex 0
-1.000000;1.000000;-1.000000;, // vertex 1
-1.000000;1.000000;1.000000;, // etc...
1.000000;1.000000;1.000000;,
1.000000;-1.000000;-1.000000;,
-1.000000;-1.000000;-1.000000;,
-1.000000;-1.000000;1.000000;,
1.000000;-1.000000;1.000000;;
12; // 12 faces
3;0,1,2;, // face 0 has 3 vertices
3;0,2,3;, // etc...
3;0,4,5;,
3;0,5,1;,
3;1,5,6;,
3;1,6,2;,
3;2,6,7;,
3;2,7,3;,
3;3,7,4;,
3;3,4,0;,
3;4,7,6;,
3;4,6,5;;
// All required data has been defined. Now define optional data
// using the hierarchical nature of the file format.
MeshMaterialList {
2; // Number of materials used
12; // A material for each face
0, // face 0 uses the first
0, // material
0,
0,
0,
0,
0,
0,
1, // face 8 uses the second
1, // material
1,
1;;
{RedMaterial} // References to the definitions
{GreenMaterial} // of material 0 and 1
}
MeshNormals {
8; // define 8 normals
0.333333;0.666667;-0.666667;,
-0.816497;0.408248;-0.408248;,
-0.333333;0.666667;0.666667;,
0.816497;0.408248;0.408248;,
0.666667;-0.666667;-0.333333;,
-0.408248;-0.408248;-0.816497;,
-0.666667;-0.666667;0.333333;,
0.408248;-0.408248;0.816497;;
12; // For the 12 faces,
3;0,1,2;, // define the normals
3;0,2,3;,
3;0,4,5;,
3;0,5,1;,
3;1,5,6;,
3;1,6,2;,
3;2,6,7;,
3;2,7,3;,
3;3,7,4;,
3;3,4,0;,
3;4,7,6;,
3;4,6,5;;
}
MeshTextureCoords {
8; // Define texture coords
0.000000;1.000000; // for each of the vertices
1.000000;1.000000;
0.000000;1.000000;
1.000000;1.000000;
0.000000;0.000000;
1.000000;0.000000;
0.000000;0.000000;
1.000000;0.000000;;
}
}
//////////////////////////////////////////////////////////////////////////////
// END CUBE MESH
//////////////////////////////////////////////////////////////////////////////
Frame CubeFrame {
FrameTransformMatrix {
1.000000, 0.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000, 0.000000,
0.000000, 0.000000, 1.000000, 0.000000,
0.000000, 0.000000, 0.000000, 1.000000;;
}
{CubeMesh} // You could have the mesh inline, but this // uses an object reference instead.
}
AnimationSet AnimationSet0 {
Animation Animation0 {
{CubeFrame} // Use the frame containing the cube.
AnimationKey {
2; // Position keys
9; // 9 keys
1000; 3; -100.000000, 0.000000, 0.000000;;,
2000; 3; -75.000000, 0.000000, 0.000000;;,
3000; 3; -50.000000, 0.000000, 0.000000;;,
4000; 3; -25.500000, 0.000000, 0.000000;;,
5000; 3; 3.000000, 0.000000, 0.000000;;,
6000; 3; 25.500000, 0.000000, 0.000000;;,
7000; 3; 50.000000, 0.000000, 0.000000;;,
8000; 3; 75.500000, 0.000000, 0.000000;;,
9000; 3; 100.000000, 0.000000, 0.000000;;;
}
}
}
///END File