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 Discussion / animation problems

Author
Message
Latch
18
Years of Service
User Offline
Joined: 23rd Jul 2006
Location:
Posted: 17th Apr 2008 00:17
You have to load it into Blender as a text file then use ALT+P to run it. I could never figure out why it won't appear as a script file in the Script drop down. I think I have the header formatted correctly. It's all in the DOCs on the script's website.

Enjoy your day.
TheComet
17
Years of Service
User Offline
Joined: 18th Oct 2007
Location: I`m under ur bridge eating ur goatz.
Posted: 17th Apr 2008 22:08
Quote: "Whenever Blender is started, there is a default cube that appears at 0,0,0. This is part of Blender and you can choose for this not happen, I can't remember how though at the moment. If you add objects without deleting it, it will be part of the scene. So when you start Blender, press X and choose yes to delete the object if wish."


I deleted that cube at the start before making my objects, but it appears in your export. In the usual blender direct X export it doesn`t appear...

Oooooops!!! I accidentally formated drive c.
Latch
18
Years of Service
User Offline
Joined: 23rd Jul 2006
Location:
Posted: 17th Apr 2008 22:47 Edited at: 17th Apr 2008 22:48
@TheComet
I'm unable to reproduce that "error" unless I deliberately do not delete the cube.

Can you attach a .blend file that you remove the cube from and have any other object in?

Also, what version of Blender are you using? I'm using 2.41 so maybe the newer versions handle meshes a little differently and actually don't remove the pointers from memory.

Anyway, I just loaded up Blender, pressed X to delete the cube, then added a UV sphere, then exported it. There's no cube. Here's the attachment:

Enjoy your day.

Attachments

Login to view attachments
Code eater
17
Years of Service
User Offline
Joined: 17th Feb 2008
Location: Behind You!
Posted: 19th Apr 2008 12:55 Edited at: 19th Apr 2008 12:55
wow thanks... thats pretty neat.

i havnt tried loading into DBC yet... ill tell you what happens soon

cheers
Code eater
17
Years of Service
User Offline
Joined: 17th Feb 2008
Location: Behind You!
Posted: 21st Apr 2008 19:46
sorry might take a while as i am very busy at the moment
Code eater
17
Years of Service
User Offline
Joined: 17th Feb 2008
Location: Behind You!
Posted: 22nd Apr 2008 20:19 Edited at: 22nd Apr 2008 20:19
alright! it works... *sigh* lol exept that when i load certain objects into blender that i have made with gamespace and know display fine in darkbasic(unanimated) i makes some of the faces see through... although now i no how animation in dbc works (parent/child) i may be able to now try to find out how to animate like that.

cheers!
Code eater
17
Years of Service
User Offline
Joined: 17th Feb 2008
Location: Behind You!
Posted: 6th May 2008 20:22
Well anyway i've got gamespace animating using hierachyal animation. thanks for all your help

codeeater
Latch
18
Years of Service
User Offline
Joined: 23rd Jul 2006
Location:
Posted: 7th May 2008 02:12
I only wrote that about 50 posts earlier in this thread
Quote: "There may also be an option to create mechanical type animation as if you were creating somehting that would have pistons, and gears and parts that don't move according to a skeletal frame or warping skin vertices. This is the type of animation DBC supports. This may be called hierarchal animation "


I'm just giving you a hard time! I'm glad you've figured it out. Maybe, when you have more practice and have the method under your thumb, you can create a short tutorial for DBC on how to make animations with gamespace. I'll bet there are others out there that have the same question.

Enjoy your day.
Code eater
17
Years of Service
User Offline
Joined: 17th Feb 2008
Location: Behind You!
Posted: 8th May 2008 20:02 Edited at: 8th May 2008 20:03
Quote: "Quote: "There may also be an option to create mechanical type animation as if you were creating somehting that would have pistons, and gears and parts that don't move according to a skeletal frame or warping skin vertices. This is the type of animation DBC supports. This may be called hierarchal animation "
"

Lol thanks. At that point i think i managed to find a tool called "Glue as Child" which is actualy what i needed but there was an option when you save that said "save as single mesh" and it was ticked and as soon as i unticked it it worked...


Quote: "Maybe, when you have more practice and have the method under your thumb, you can create a short tutorial for DBC on how to make animations with gamespace. I'll bet there are others out there that have the same question.
"


Id be more than happy to do so... but i will need to become a lot more experienced with it before i do so. since i am fairly busy that may take a while but i will make one when I think i know enough.

Thanks for all help given on this thread its greatly appreciated
Invincibob 8
17
Years of Service
User Offline
Joined: 4th Feb 2008
Location: Some Place Somewhere
Posted: 11th Jun 2008 07:56
@ Latch

I can't get your script to work right. I've attached my model in .blend, .x, and its textures. Can you tell what's wrong?

Platefieldians: the Rulers of the Future.

Attachments

Login to view attachments
Latch
18
Years of Service
User Offline
Joined: 23rd Jul 2006
Location:
Posted: 11th Jun 2008 19:26
@Invincibob 8
Hello,

It starts to get complicated when you use subsurfacing (that's what you are doing right? Subsurfacing cubes to make them more sphere like?) A couple of things (besides starting over from scratch), remove all of the parent child relationships. Then in edit mode, go to each object and convert the mesh with the option to delete the original. This will leave behind the subsurfaced mesh without the original cube around it.

Next, go to animation mode and delete all of the IPO keys for each object. This is because the next step will make things screwy. You'll utimately have to renter the animation keys (redo the entire animation)

Next, in Object Mode, highlight each object one at a time (body, leg, arm etc) press CTRL + A , and agree to apply size and rotation.

Press N key to verify that rotation on all axes = 0 and that size = 1.

Now to make things even more complicated, you have to make sure the name of the object and the Data Block names are the same. Blender exports it's information from the data blocks but in the script I reference the object name and the data block is tied to the object. Internally for Blender this doesn't really matter, but it can get tricky on export. Again, this has to do with bugs in the script I haven't discovered until someone tries something I haven't and reports there is a problem.

Enjoy your day.
Invincibob 8
17
Years of Service
User Offline
Joined: 4th Feb 2008
Location: Some Place Somewhere
Posted: 14th Jun 2008 06:35
So, instead of subsurf, I should just use an actual sphere?

Latch
18
Years of Service
User Offline
Joined: 23rd Jul 2006
Location:
Posted: 14th Jun 2008 22:25
The subsurfacing works, you just have to convert it to a mesh with the option to delete the original mesh (cube) or else the original mesh will be part of it. Hmmm, that might be what Comet was complaining about... Anyway, I'll have to retool the export script as now I have a few things to think about (using the mesh name versus the object name so that you don't have to make them match, correcting the texture problem, approaching the parent child framing a little differently, etc.)

In it's most basic form, adding a few objects, setting up the hierarchy, animating them and exporting them, the script works fine. But when you get into more advanced or subtle changes, there's a lot of modifications that have to be made to the export object before it will work right. Thanks for the feedback.

Enjoy your day.
Attila
FPSC Reloaded TGC Backer
20
Years of Service
User Offline
Joined: 17th Aug 2004
Location:
Posted: 29th Jul 2008 19:23
In gamespace use export as scene will export the animation, use the x-format and tag the ascii-type. The x-objects can be loaded and played in dbc

Login to post a reply

Server time is: 2025-06-07 07:03:48
Your offset time is: 2025-06-07 07:03:48