On Mar 13, 2:58 am, Miles Bader <mi...@[EMAIL PROTECTED]
> wrote:
> "jason.hei...@[EMAIL PROTECTED]
" <jason.hei...@[EMAIL PROTECTED]
> writes:
> > Using this approach i believe that this would require that the axis of
> > rotation etc would need to be hardcoded into the source code for each
> > of the moveable items. Ideally i would like to say "plane.rudder.angle
> > = 5.0; plane.left_flap.angle = -1.0;" etc etc where "rudder" and
> > "left_flap" were "moveable" elements in the model. AFAIK, the level of
> > information to facilitate this is not contained in a 3DS model.
>
> Maybe I misunderstand what you want, but the 3ds file format certainly
> has a hierarchy of parts, with transformation matrices defining the
> relation****ps between them. In fact it seems to have even more
> elaborate sup****t for hierarchial modeling than that ... looking at the
> definitions in lib3ds/node.h, I see things like quaternions etc ....
>
> -Miles
>
> --
> /\ /\
> (^.^)
> (")")
> *This is the cute kitty virus, please copy this into your sig so it can
spread.
Many Thanks. I am a newbie at this, and was not aware of the
capabilities of 3ds or that lib3ds was readily available (so i didnt
need to roll my own!)
Jason


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