Beta release 2.0.0b
Moderator: Moderators
Updated today with an improvement to 3ds-file import that was suggested by Kjell.
Previously the only way to import a 3ds-file was to use File - Import 3ds. This creates a whole group of model and mesh-components. If you wanted to import it again you had to delete the group and start again.
Now you can directly insert a MeshImport-component into the producers-list of a Mesh, and then click on the Import-button just like when you import a bitmap or a sample. The 3ds-file will be forced into a single mesh.
This makes it much easier to try out different versions of a 3d-model in your projects.
http://www.zgameeditor.org/files/ZGameEditor_beta.zip
Previously the only way to import a 3ds-file was to use File - Import 3ds. This creates a whole group of model and mesh-components. If you wanted to import it again you had to delete the group and start again.
Now you can directly insert a MeshImport-component into the producers-list of a Mesh, and then click on the Import-button just like when you import a bitmap or a sample. The 3ds-file will be forced into a single mesh.
This makes it much easier to try out different versions of a 3d-model in your projects.
http://www.zgameeditor.org/files/ZGameEditor_beta.zip
Updated today with another feature suggested by Kjell. When using the File-component you can now read the file position and size.
New properties:
File.Size : Size of the file. This is set when FileAction Read is executed.
File.Position : Current read/write position in the file.
This lets you avoid read beyond end-of-file using the condition "File.Position<File.Size".
http://www.zgameeditor.org/files/ZGameEditor_beta.zip
New properties:
File.Size : Size of the file. This is set when FileAction Read is executed.
File.Position : Current read/write position in the file.
This lets you avoid read beyond end-of-file using the condition "File.Position<File.Size".
http://www.zgameeditor.org/files/ZGameEditor_beta.zip

After FK / IK / F-Curves & Morph .. the last ( and most important ) major animation feature running in ZGE ~
Hopefully this will all be build-in some day.
K
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- jph_wacheski
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This looks nice. We should definitely have built-in support for animation, preferably both procedural and keyframed. I just don't know where to begin because I don't have much experience in this field. Kjell, if you want to start a thread about suggestions how we best can design components for animation support that would be great.
- jph_wacheski
- Posts: 1005
- Joined: Sat Feb 16, 2008 8:10 pm
- Location: Canada
- Contact: