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Outerra Tech Demo download. Help with graphics driver issues

Author Topic: Import of animated characters  (Read 2664 times)


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Import of animated characters
« on: August 12, 2014, 09:32:16 am »

 Id like to ask, what is needed to add an animated character - I done a character whyte a simple walk animation in a FBX package and imported it whyte it (named "walk"). Thing is, if i change the definition in .objdef to character, somehow it spawns just the mercenary (and i spawn my character), if its not (empty as for an object), it shows an axle sign, where it should be spawned, but dont spawn the mesh.
So, do we need to have the exact structure of the Armature (bones of the character) and all the animations the mercenary has (also named as the animations from its package) for the "character" type ?
We are still undeveloped as long as we don´t realize, that all our science is still descriptive, and than beyond that description lies a whole new world we just haven´t even started to fully understand.