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| 14 | <TITLE>OGRE Manual v1.2.0 ('Dagon'): Animation</TITLE> |
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| 37 | <H1> 8. Animation </H1> |
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| 38 | <!--docid::SEC296::--> |
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| 39 | <P> |
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| 40 | |
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| 41 | OGRE supports a prety flexible animation system that allows you to script animation for several different purposes: |
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| 42 | </P><P> |
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| 43 | |
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| 44 | <DL COMPACT> |
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| 45 | <DT><A HREF="manual_68.html#SEC297">8.1 Skeletal Animation</A> |
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| 46 | <DD>Mesh animation using a skeletal structure to determine how the mesh deforms. <BR> |
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| 47 | <DT><A HREF="manual_70.html#SEC299">8.3 Vertex Animation</A> |
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| 48 | <DD>Mesh animation using snapshots of vertex data to determine how the shape of the mesh changes.<BR> |
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| 49 | <DT><A HREF="manual_74.html#SEC307">8.4 SceneNode Animation</A> |
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| 50 | <DD>Animating SceneNodes automatically to create effects like camera sweeps, objects following predefined paths, etc.<BR> |
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| 51 | <DT><A HREF="manual_75.html#SEC308">8.5 Numeric Value Animation</A> |
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| 52 | <DD>Using OGRE's extensible class structure to animate any value. |
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| 53 | </DL> |
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| 54 | <P> |
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| 55 | |
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| 56 | <A NAME="Skeletal Animation"></A> |
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