Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

DarkBASIC Professional Discussion / DarkMATTER Animation

Author
Message
Equinox
16
Years of Service
User Offline
Joined: 19th Aug 2007
Location: England
Posted: 21st Dec 2007 13:08
Using the DarkMATTER Browser, the animation for a Russian solder (walking) is seamless, but when imported into DBPro and looped, it goes jumpy. I have read this article but I found it confusing. I am guessing that the DarkMATTER Browser loops it between two set points. Can anyone help me get it working in DBPro please?

Any help would be appreciated.

jason p sage
16
Years of Service
User Offline
Joined: 10th Jun 2007
Location: Ellington, CT USA
Posted: 21st Dec 2007 13:13
Some tips I learned:

1: Play Object = BAD. Learn Timer Based Movement - and Apply that to Animations - where you manually change the frames according to time elapsed

2: Animation Frame is a float - so you can Do things like Set Object frame 4.123 or 5.32 etc.

3: To nail you animation "frames" ... Make a little model viewer that lets you add fractional numbers forward and backward to object frame - so you can make them animate forward and backward a tiny bit at time - or fast etc... and print the "Frame" amount to screen - write em down - sometimes you may find that 3.6 thru 7.2 is smoother than 3 thru 8.

Equinox
16
Years of Service
User Offline
Joined: 19th Aug 2007
Location: England
Posted: 21st Dec 2007 14:17
Ah, I get it now. Thanks for the help Jason

Twu Kai
18
Years of Service
User Offline
Joined: 2nd Oct 2005
Location:
Posted: 21st Dec 2007 14:18 Edited at: 22nd Dec 2007 18:36
Try looping (or playing) the object from frame 5 to frame 25 (at least in DarkMATTER 1). The first 5 frames are used to transition from the standing position to the walking position, so the reason the model is jerking is because it's going back to the standing position each cycle of the animation. I hope that helps.

Edit: Sorry, I didn't see the last post.

Mage
17
Years of Service
User Offline
Joined: 3rd Feb 2007
Location: Canada
Posted: 22nd Dec 2007 00:43
Quote: "1: Play Object = BAD. Learn Timer Based Movement - and Apply that to Animations - where you manually change the frames according to time elapsed
"


That's a huge tip.

Consider the situation when someone uses shaders that sync multiple cameras.

The animation of all objects advances for every sync, not simply the final pass camera 0.

If you manage the animation advancement yourself then this becomes irrelevant.

Very Nice.

jason p sage
16
Years of Service
User Offline
Joined: 10th Jun 2007
Location: Ellington, CT USA
Posted: 22nd Dec 2007 01:17
Thanx Mage - You have some good ones too! Happy Holidays all...

Cash Curtis II
19
Years of Service
User Offline
Joined: 8th Apr 2005
Location: Corpus Christi Texas
Posted: 22nd Dec 2007 02:33
The Dark Matter 1 models have 5 frames of useless information. You have to start the animation at frame 5 for it to loop correctly, otherwise it looks jumpy.


Come see the WIP!

Login to post a reply

Server time is: 2024-05-08 11:41:42
Your offset time is: 2024-05-08 11:41:42