Game Development Community

Hooking up IFL's at runtime?

by James Steele · in Torque Game Engine · 06/06/2006 (2:27 pm) · 4 replies

I'm currently using Blender to build my test models, and am in need of IFL animations. As the exporter doesn't support this, I was wondering if anybody knows of a way to get arround this by attaching an IFL at run-time to a model.

thanks in advance guys.

#1
06/06/2006 (4:09 pm)
I'm interested in this too! I have seen the python source of the exporter and I don't think it should be so difficult to enhance the exporter, but, unfortunately, my knowledge of the dts format is not good enough. If at least someone could give me some direction about what should be done, I volunteer to patch the exporter to do it.
#2
06/07/2006 (12:33 am)
I really don;t want to spend too much time messing about in tools code at the moment, so I'm in no real hurry to modify the Blender exporter. I may resort to getting my geometry into Max, and exporting it from there instead for now.
#3
06/07/2006 (12:59 am)
Max is not a viable solution for me, so I stand interested in enhancing the exporter.
#4
06/07/2006 (1:41 am)
I can understand that. It might be something I'll look into in a few weeks time though. I'm no Python or TDS guru, but I think I can manage to muddle my way towards adding support.