Complete X File for my previous message
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Complete X File for my previous message         

Group: microsoft.public.win32.programmer.directx.graphics · Group Profile
Author: King Coffee
Date: Dec 24, 2006 12:09

The following message is the same as the previous message I send on the
twenty first of December... but with as X file listing. I decided to add
this listing to make it easier for you to perform the AnimationKey testing.

Hi

I'm currently learning X file data formatting. I created an animation frame
and mesh to be viewed by Directx mview.exe. Animations using Quaternion,
Scaling, and Positioning type keys work fine. But when I tried to animate
with the Transform key, nothing happens, it just ignore it. The following
AnimationKey is an exact of the data I used. I used random data in hopes to
see something changing. but nothing changed.

How do I get the Animated Transform Matrix to work?

Sincerely,

King

The following listing is a complete X file animator:

PS: don't forget to delete the HTML PRE tags. I'm hope this will preserve
white spaces.



xof 0303txt 0032

Material RedMaterial {

1.000000;0.000000;0.000000;1.000000;;

0.000000;

0.000000;0.000000;0.000000;;

0.000000;0.000000;0.000000;;

}

Material GreenMaterial {

0.000000;1.000000;0.000000;1.000000;;

0.000000;

0.000000;0.000000;0.000000;;

0.000000;0.000000;0.000000;;

}

Material PurpleMaterial {

1.000000;0.000000;1.000000;1.000000;;

0.000000;

0.000000;0.000000;0.000000;;

0.000000;0.000000;0.000000;;

}

Material YellowMaterial {

1.000000;1.000000;0.000000;1.000000;;

0.000000;

0.000000;0.000000;0.000000;;

0.000000;0.000000;0.000000;;

}

Frame RootFrame {

FrameTransformMatrix {

1.000000,0.000000,0.000000,0.000000,

0.000000,1.000000,0.000000,0.000000,

0.000000,0.000000,1.000000,0.000000,

0.000000,0.000000,0.000000,1.000000;;

}

Frame CubeFrame1 {

FrameTransformMatrix {

1.000000,0.000000,0.000000,0.000000,

0.000000,1.000000,0.000000,0.000000,

0.000000,0.000000,1.000000,0.000000,

0.000000,0.000000,-30.000000,1.000000;;

}

// Define a mesh with 8 vertices and 12 faces (triangles). Use

// optional data objects in the mesh to specify materials, normals,

// and texture coordinates.

Mesh CubeMesh1 {

8; // 8 vertices.

1.000000;1.000000;-1.000000;, // Vertex 0.

-1.000000;1.000000;-1.000000;, // Vertex 1.

-1.000000;1.000000;1.000000;, // And so on.

1.000000;1.000000;1.000000;,

1.000000;-1.000000;-1.000000;,

-1.000000;-1.000000;-1.000000;,

-1.000000;-1.000000;1.000000;,

1.000000;-1.000000;1.000000;;

12; // 12 faces.

3;0,1,2;, // Face 0 has three vertices.

3;0,2,3;, // And so on.

3;0,4,5;,

3;0,5,1;,

3;1,5,6;,

3;1,6,2;,

3;2,6,7;,

3;2,7,3;,

3;3,7,4;,

3;3,4,0;,

3;4,7,6;,

3;4,6,5;;

MeshMaterialList {

2; // Number of materials used.

12; // A material for each face.

0, // Face 0 uses the first material.

0,

0,

0,

0,

0,

0,

0,

1, // Face 8 uses the second material.

1,

1,

1;;

{RedMaterial} // References to the definitions

{GreenMaterial} // of material 0 and 1.

}

MeshNormals {

8; // Define 8 normals.

0.333333;0.666667;-0.666667;,

-0.816497;0.408248;-0.408248;,

-0.333333;0.666667;0.666667;,

0.816497;0.408248;0.408248;,

0.666667;-0.666667;-0.333333;,

-0.408248;-0.408248;-0.816497;,

-0.666667;-0.666667;0.333333;,

0.408248;-0.408248;0.816497;;

12; // For the 12 faces, define the normals.

3;0,1,2;,

3;0,2,3;,

3;0,4,5;,

3;0,5,1;,

3;1,5,6;,

3;1,6,2;,

3;2,6,7;,

3;2,7,3;,

3;3,7,4;,

3;3,4,0;,

3;4,7,6;,

3;4,6,5;;

}

MeshTextureCoords {

8; // Define texture coords for each vertex.

0.000000;1.000000;

1.000000;1.000000;

0.000000;1.000000;

1.000000;1.000000;

0.000000;0.000000;

1.000000;0.000000;

0.000000;0.000000;

1.000000;0.000000;;

}

}

Frame CubeFrame2 {

FrameTransformMatrix {

3.000000,0.000000,0.000000,0.000000,

0.000000,1.000000,0.000000,0.000000,

0.000000,0.000000,1.000000,0.000000,

4.000000,-6.000000,0.000000,1.000000;;

}

// Define a mesh with 8 vertices and 12 faces (triangles). Use

// optional data objects in the mesh to specify materials,
normals,

// and texture coordinates.

Mesh CubeMesh2 {

8; // 8 vertices.

1.000000;1.000000;-1.000000;, // Vertex 0.

-1.000000;1.000000;-1.000000;, // Vertex 1.

-1.000000;1.000000;1.000000;, // And so on.

1.000000;1.000000;1.000000;,

1.000000;-1.000000;-1.000000;,

-1.000000;-1.000000;-1.000000;,

-1.000000;-1.000000;1.000000;,

1.000000;-1.000000;1.000000;;

12; // 12 faces.

3;0,1,2;, // Face 0 has three vertices.

3;0,2,3;, // And so on.

3;0,4,5;,

3;0,5,1;,

3;1,5,6;,

3;1,6,2;,

3;2,6,7;,

3;2,7,3;,

3;3,7,4;,

3;3,4,0;,

3;4,7,6;,

3;4,6,5;;

MeshMaterialList {

2; // Number of materials used.

12; // A material for each face.

0, // Face 0 uses the first material.

0,

0,

0,

0,

0,

0,

0,

1, // Face 8 uses the second material.

1,

1,

1;;

{PurpleMaterial} // References to the definitions

{YellowMaterial} // of material 0 and 1.

}

MeshNormals {

8; // Define 8 normals.

0.333333;0.666667;-0.666667;,

-0.816497;0.408248;-0.408248;,

-0.333333;0.666667;0.666667;,

0.816497;0.408248;0.408248;,

0.666667;-0.666667;-0.333333;,

-0.408248;-0.408248;-0.816497;,

-0.666667;-0.666667;0.333333;,

0.408248;-0.408248;0.816497;;

12; // For the 12 faces, define the normals.

3;0,1,2;,

3;0,2,3;,

3;0,4,5;,

3;0,5,1;,

3;1,5,6;,

3;1,6,2;,

3;2,6,7;,

3;2,7,3;,

3;3,7,4;,

3;3,4,0;,

3;4,7,6;,

3;4,6,5;;

}

MeshTextureCoords {

8; // Define texture coords for each vertex.

0.000000;1.000000;

1.000000;1.000000;

0.000000;1.000000;

1.000000;1.000000;

0.000000;0.000000;

1.000000;0.000000;

0.000000;0.000000;

1.000000;0.000000;;

}

}

}

}

}

Animation Animation0 {

{CubeFrame1}

AnimationKey {

0; // Quaternion(w,x,y,z) keys

9; // 9 TimedFloatKeys

1000; 4; 0.000000, 0.000000, 0.000000, 1.000000;;,

2000; 4; 0.342020, 0.000000, 0.000000, 0.939693;;,

3000; 4; 0.642788, 0.000000, 0.000000, 0.766044;;,

4000; 4; 0.866025, 0.000000, 0.000000, 0.500000;;,

5000; 4; 0.984808, 0.000000, 0.000000, 0.173648;;,

6000; 4; 0.984808, 0.000000, 0.000000, -0.173648;;,

7000; 4; 0.866025, 0.000000, 0.000000, -0.500000;;,

8000; 4; 0.642788, 0.000000, 0.000000, -0.766044;;,

9000; 4; 0.342020, 0.000000, 0.000000, -0.939693;;;

}

AnimationKey {

2; // Position keys

9; // 9 TimedFloatKeys

1000; 3; 20.000000, 0.000000, 0.000000;;,

2000; 3; 15.000000, 0.000000, 0.000000;;,

3000; 3; 10.000000, 0.000000, 0.000000;;,

4000; 3; 5.000000, 0.000000, 0.000000;;,

5000; 3; 0.000000, 0.000000, 0.000000;;,

6000; 3; -5.000000, 0.000000, 0.000000;;,

7000; 3; -10.000000, 0.000000, 0.000000;;,

8000; 3; -15.000000, 0.000000, 0.000000;;,

9000; 3; -20.000000, 0.000000, 0.000000;;;

}

AnimationOptions

{

0;

1;

}

}

Animation Animation1 {

{CubeFrame2}

AnimationKey {

3; // Transforms keys - Appears not to work!

// OR, I don't know how to use it!

9; // 9 TimedFloatKeys

1000; 16; 1.000000, 0.000000, 1.000000, 0.000000,

0.000000, 1.000000, 0.000000, 0.000000,

0.000000, 0.000000, 2.000000, 0.000000,

0.000000, 0.000000, 0.000000, 1.000000;;,

2000; 16; 0.900000, 0.000000, 0.000000, 0.000000,

0.000000, 0.970000, 0.000000, 0.000000,

0.000000, 0.000000, 3.000000, 0.000000,

1.000000, 1.000000, 0.000000, 1.000000;;,

3000; 16; 0.800000, 0.000000, 0.000000, 0.000000,

0.000000, 0.950000, 2.000000, 0.000000,

0.000000, 0.000000, 4.000000, 0.000000,

2.000000, 2.000000, 0.000000, 1.000000;;,

4000; 16; 0.700000, 0.000000, 0.000000, 0.000000,

0.000000, 0.920000, 0.000000, 0.000000,

0.000000, 0.000000, 3.000000, 0.000000,

3.000000, 3.000000, 0.000000, 1.000000;;,

5000; 16; 0.600000, 0.000000, 0.000000, 0.000000,

0.000000, 0.800000, 3.000000, 0.000000,

0.000000, 0.000000, 2.000000, 0.000000,

2.000000, 2.000000, 0.000000, 1.000000;;,

6000; 16; 0.500000, 0.000000, 0.000000, 0.000000,

0.000000, 0.600000, 0.000000, 0.000000,

0.000000, 0.000000, 1.000000, 0.000000,

1.000000, 1.000000, 0.000000, 1.000000;;,

7000; 16; 0.400000, 0.000000, 0.000000, 0.000000,

0.000000, 0.600000, 0.000000, 0.000000,

0.000000, 0.000000, 4.000000, 0.000000,

0.000000, 0.000000, 0.000000, 1.000000;;,

8000; 16; 0.300000, 0.000000, 0.000000, 0.000000,

0.000000, 0.700000, 0.000000, 0.000000,

0.000000, 0.000000, 1.000000, 0.000000,

-1.000000, 0.000000, 0.000000, 1.000000;;,

9000; 16; 0.200000, 0.000000, 0.000000, 0.000000,

0.000000, 0.800000, 0.000000, 0.000000,

0.000000, 0.000000, 1.000000, 0.000000,

-2.000000, 0.000000, 0.000000, 1.000000;;;

}

AnimationOptions

{

0;

1;

}

}

//AnimTicksPerSecond {

// 4800;

//}

AnimationSet AnimationSet0 {

{Animation0}

{Animation1}

}

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