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  #1  
Old 05-07-2012, 06:32 PM
Tyen05
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Join Date: Mar 2009
Location: eqbrowser.com
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Have you guys made any headway in porting animations over to a new engine?
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  #2  
Old 05-21-2012, 11:10 PM
PixelEngineer
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Join Date: May 2011
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Hey guys. A quick update. I have been finishing up another semester in school and have been pressed for time. I am going to have a pretty open summer and will likely finish the client as I can spend upwards of 40 hours a week on it. I have still been looking at different graphical engines. I really like what I see from Ogre3D and the ability to still do a majority of the logic work and have control over how the data is handled and yet, utilize the work the talented Ogre3D programmers have done on their graphics engine.

I will keep you posted. Expect big things.
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  #3  
Old 05-21-2012, 11:13 PM
PixelEngineer
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Quote:
Originally Posted by Tyen05 View Post
Have you guys made any headway in porting animations over to a new engine?
Tyen05, as I mentioned before, porting the EQ zones to another engine is very hard. Importing them natively via code is a much better route. If I remember correctly, you are using Unity. You may in fact have to write a converter which takes EQ animation fragments and outputs them in a format Unity understand. I am not saying it is impossible but the exact issues you are having are the reason I have not decided to use a closed source engine.

Cheers!
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  #4  
Old 05-28-2012, 08:47 PM
Tyen05
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Quote:
Originally Posted by PixelEngineer View Post
outputs them in a format Unity understand.
Cheers!
A format in which any 3d modelling software understands would be just as good. Such as Maya/3d max.
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