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7.11.1 Introduction

Written by Michael Voase, mvoase@midcoast.com.au.

Crystal Space provides two basic mechanisms for animating sprites. The first is frame based animation in which a mesh is defined in each frame and used in a loop. The second method is skeletal animation where a skeleton is defined in the sprite and an interface (`iSkeletonBone').

For the purpose of this document I will describe frame based animation as an action. This name is coined from the class the implements frame animations in the 3D sprite object `csSpriteAction2' and has been traditionally referred to as an `action' in the sprite loader plug in.

Further, I will also refer to skeletal based animation as a motion. This term is coined from the Motion Manager which provides the facilities for automating a skeletal animation sequence. Skeletal animation sequences have been traditionally referred to as a `motion' in the motion loader plug in.

This document presumes that you have an operational copy of Crystal Space. For details on obtaining and building Crystal Space please refer to the relevant sections on obtaining (see section 1.6 Where to Get Crystal Space) and building (see section 2. Building and Installing) Crystal Space.

I also presume that you have a map file that you can edit to try out much of what is written here. If you haven't then it might be a good idea to look for the motion-HOWTO in the data directory for a sample world file. In each case I will start with the world file definitions then move to the application interfaces to round out the commentary.

Lastly, actions and motions are specific to sprite 3D. There is no exactly corresponding interface to thing or ball as yet, for example. So I am also presuming you have read to sections prior to this section about sprites, if not, then it would be a good idea to do so before delving into this section.


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