2003/03/01
MyModel=LoadAnimMeshFromBank(Bank,Position[,Fileextension$])
Very easy to realize - essential for Online-Games and
Modelediting with an own Program written with Blitz3D.
Here are some arguments:
Not everybody wants to create animated Models with one of the
common Programs like Max and Milkshape, etc. And the one that
is able to export B3DFiles (Milkshape) moans on every 2nd
imported model - too many faces and ends the program. Others
are hard to use - you have to get deep into the program for no
reason. Wasted time, especially if you just want to make some
changes on existing files that you may not even able to do
with these programs anyway.
Its quite usual that you get exports of Models where the
Pivots are not set exact at the places where they belong and
where you want them to be located to make an animation look
right. So you need to make changes and view the result
immediately.
LoadB3DFile MakeSlightChange SaveB3DFile and start with
LoadB3DFile again takes ages.
You must load the file since it is not possible to create a
B3D-File with the existing Blitz3D Commands. And it is not
possible to program an internal workaround. At least I have
not found a way to assign pivots to parts of a surface - group
parts of a surface (sets of triangles) to represent Bones.
If you could simulate the structure of a B3D-File then you
could really use Blitz3D for Editing of Models. Its so
annoying to see such obvious things and you cannot continue
your work for such a stupid reason. LoadAnimMeshFromBank is just another a Workaround - but
its better than nothing.