Original Post
The way I understand animation in Direct3D 9 is that you have That said you also have timing with AnimController::AdvanceTime and AnimController::ResetTime Now, assume I have two animations of different lengths. Say I have run and jump. The mesh is running along and then the user presses a button and it's time to jump. The AnimController time is currently in the middle of the run animation, but I want it to be at 0 for the jump animation. Thus, a problem arises. Is it possible to set a TimeOffset or some such for each track, or have each track have a different associated time? Thank you for your time, ms
LPD3DXANIMATIONCONTROLLER AnimController; //Assume Valid
AnimController->SetTrackAnimationSet(0, Anim1); //Anim1 and Anim2 are valid
AnimController->SetTrackAnimationSet(1, Anim2);
AnimController->SetTrackWeight(0, 0.5f);
AnimController->SetTrackWeight(1, 0.5f);
AnimController->SetTrackSpeed(0, 1.0f);
AnimController->SetTrackSpeed(1, 1.0f);
AnimController->SetTrackEnable(0, true);
AnimController->SetTrackEnable(1, true);