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Newcomers DBPro Corner / Play animations stored in x file?

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best seclub
16
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Joined: 22nd May 2008
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Posted: 24th May 2008 17:09
Ok.So i dont know how many animations can be stored in an x file.Can it store more than 1?How to show the animation in the game?And how to tell in the code which animation i want to use?Do animations have names or numbers?Posting a link to a detailed text would be reaaly appriciated!
Thank you in advance.

books->movies->games
TDK
Retired Moderator
22
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Joined: 19th Nov 2002
Location: UK
Posted: 25th May 2008 10:18 Edited at: 25th May 2008 10:18
Highlight Play Object in the DBPro editor and hit the F1 key.

An object might have 4 animations in it - each having 10 frames, giving a total of 40 frames in all. I don't actually know the max number of frames allowed - maybe someone else can help with that question.

When you start the animation, just specify the first and last frame of the animation you require.

TDK_Man

best seclub
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Posted: 25th May 2008 11:29
What,thats totaly not enough!For example games like counter-strike have 50 animations for each model(player).Can i use any other format to store animation?Like smd,maybe?

books->movies->games
pcRaider
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Posted: 26th May 2008 07:45
read it.

Binary Moon Tutorials - 3D Basics
http://developer.thegamecreators.com/?f=t02/bm_tutorial_16
best seclub
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Posted: 26th May 2008 09:21
Read it before.So?Its just the 3d terms.X format is commonly used.Well,okay,i get that,tanks for the link,but as i remember,it didnt have any movement file,was in the code instead,or did it?
PS.I am nooob.

books->movies->games
pcRaider
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Posted: 26th May 2008 16:33
To perform 3D animation,

(1) You make a 3D model with a modeling tool.
(2) You make a motion with a modeling tool.
(3) You make an X file.
(4) You load an X file in DBP.
(5) You run 3D animation in DBP.

Here, (1) and (2) use an outside tool.
For example, gameSpaceLight, this are free of charge.
http://www.caligari.com/gameSpace/gsl/gsl.asp

A command to operate 3D animation in DBP is as follows.

3D-ANIMATION COMMANDS in DBP

APPEND OBJECT
PLAY OBJECT
LOOP OBJECT
STOP OBJECT
SET OBJECT FRAME
SET OBJECT SPEED
SET OBJECT INTERPOLATION

OBJECT FRAME()
OBJECT SPEED()
OBJECT INTERPOLATION()
TOTAL OBJECT FRAMES()
OBJECT PLAYING()
OBJECT LOOPING()


You can watch a sample code by a room demonstration to be included in a DBP product.

Here is a small sample code.

load object "walk.x",1
do
if upkey()=1 then LOOP OBJECT 1
if downkey()=1 then STOP OBJECT 1
loop
TDK
Retired Moderator
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Joined: 19th Nov 2002
Location: UK
Posted: 26th May 2008 17:08
Quote: "What,thats totaly not enough!For example games like counter-strike have 50 animations for each model(player)"


So?

I said "An object might have 4 animations in it". This was only an example number and your models might have 40 animations in them. It's entirely up to you how many separate animations you add to an object in your modelling software.

The help files clearly explain how to set the first and last frame of the required animation when you use play object, so the first task is to create an object with animations and try it.

TDK_Man

best seclub
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Joined: 22nd May 2008
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Posted: 26th May 2008 20:14
It MIGHT have??I read CAN have.Understand everything now.Thank you all.

books->movies->games

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