Gh0stBlade wrote:Documentation is located in Noesis/Plugins/Python/__NPReadMe.txt
Thanks a lot, so that helped me find what kind of object is returned by rpgConstructModel
, which seems to be just a NoeModel
. So from inc_noesis.py I can see that setAnims
accepts both kinds of animation objects, NoeAnim
. So that answers my question, setAnims
method does take in NoeKeyFramedAnim
objects after all and so that part of my code is fine.
However, since that part of the code is correct then this means I must be constructing my NoeKeyFramedAnim
object incorrectly. I'm thinking the problem might be happening while I'm creating my NoeKeyFramedValue
objects. I am sort of confused about this class' constructor/initializer, its signature is:
Now, it's clear to me from the comment in the source code that value
may be NoeQuat
, or float
. But it's not that clear to me what the time
parameter needs to be. In my animation file I'm just given rotation, scaling, and translation data of each bone for each frame in the animation (some frames are left as gaps too in the animation so for example there might be no frames between the 15th and 19th frame). So I am only given a frame index, but not anything that resembles a form of "time" for the frame, so I'm just passing this frame index as the time
parameter and hoping that will work but apparently that may not be what this constructor wants the time
parameter to be because when I load it all in Noesis I get 1 or 0 frames for the entire animation which is supposed to have 100+ frames. Sadly there is no comment in the source code (inc_noesis.py) explaining what time must be (maybe it's so obvious what it should be but I just don't get it since it's the first time I'm working with animations).
But anyway, does anyone know what exactly this time
parameter needs to be or where can I find the documentation or source code that shows how the NoeModel
object is parsed by Noesis? Or maybe some suggestions on how to construct the time for each frame? Thanks a lot for reading.