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3 Dimensional Chat / 3D Limbs... what am I doing wrong?

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WillWorks88
22
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Joined: 25th Jun 2003
Location: United States
Posted: 10th Jul 2003 01:59
I modeled a character in 3D studio max... composed of different shapes for the Head / Arms / Hands / etc. I then exported the model using some .x plugin for Max, and have loaded it into my program. Now I'm trying to add attachment items, that I also modeled in Max to the hands, head, etc. I know I need to use limbs, but when I try to attach an object to limb 1, for instance, it always says "limb does not exist." (And I've tried a bunch of numbers from 0-50.)

I figured every 3D object was divided automatically into limbs. Is this correct? Is there something I need to do when I model the character to make DarkBasicPro realize there are multiple shapes (limbs) in one .x file?

Thanks. (Using DarkBasicPro Demo)
--- Only The Few Who Knew... Would Ever Reach Real True Blue
www.will-works.net
Zius
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Posted: 10th Jul 2003 02:12
Have you made everything, hands etc into seperated groups? i'm not sure if that's the sulution(typo). But it's worth a try.
Kharnor
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Posted: 10th Jul 2003 07:49
I think you need some bones/joints in your model. The other objects attach to the bones, and where the object gets attached to will depend on where the bone is in your model.

I think.

Meh.
WillWorks88
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Posted: 11th Jul 2003 00:11
I tried grouping the objects in Max and re-exporting it, but still no Limbs available?

I don't want to add bones, because the character I have is very rigid, and bones and physique would wreck the model.

Can anyone give me any more info on Limbs. Such as how DarkBasic divides a model into them, what numbering system it uses, a quick way to tell if a model has been divided in limbs... etc.

I really need this limb feature for my game to work.

Thanks.

--- Only The Few Who Knew... Would Ever Reach Real True Blue
www.will-works.net
WillWorks88
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Posted: 14th Jul 2003 23:49 Edited at: 14th Jul 2003 23:50
I still have not been able to use limbs in my program. I need some serious help. I'm not sure if its in my modeling / exporting / or coding that the limbs don't work.

I use Max 4.2 to Model

I used some Panda .x exporter which seems to work real well

I'm using DBPro Demo, and I'm pretty sure the code is good.

Basically, I load the object.x, and then try to "color limb" according to which button I press. For instance:

if inkey$()="1" then color limb 10,1,RGB(125,0,0)

And, I have it set up for 1-8 keys. However, when I press a button, it says "Runtime Error 7203 - Limb does not exist at line ..."

The model is made up of numerous pieces, so I know it must be divided into limbs, but it just isn't working. Any suggestions in my modeling / exporting / coding... that you think could fix this???

I really need some help to get this program to the next step. Thanks for your help...

--- Only The Few Who Knew... Would Ever Reach Real True Blue
www.will-works.net
Soyuz
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Posted: 15th Jul 2003 03:03
Try this code to see the limb numbers and names for your model...
Soyuz
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Posted: 15th Jul 2003 03:03
Grrrr...

Soyuz
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Posted: 15th Jul 2003 03:05
oh stick some sync on, sync rates etc in there

limbs basically refer to any object used in your model. A bone will be a limb, as will any 3D geometry - all are treated as limbs.
Soyuz
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Posted: 15th Jul 2003 03:10
Also, Limb 0 is an illegal limb number (doesn't exist) and Limb 1 I think refers to the origin of the model and as far as I am aware it has no physical properties.

Not tried "color limb" so can't offer any more help on this.
WillWorks88
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Posted: 15th Jul 2003 09:03
Soyuz.... Thanks a ton for the help... and for the mini-program.

I ran my model in the program, and it loaded up, but no text displayed on the screen. So I must have something wrong with the modeling / exporting portion. But, at least now, thanks to you, I'll have a quick way of checking if my models are limb-less or not.

Thanks again... I'll keep you posted...

--- Only The Few Who Knew... Would Ever Reach Real True Blue
www.will-works.net
WillWorks88
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Posted: 15th Jul 2003 09:34
I found out the culprit. That Panda .x exporter turned out to be too good to be true. While it does instantly make .x files out of max, they don't have the nice limbs that I get when I re-tried the "conv3ds.exe" program.

So, there we go. Panda works great for some items... but if you need limbs, its back the the conv3ds basics.

Thanks again for all the help...

--- Only The Few Who Knew... Would Ever Reach Real True Blue
www.will-works.net
Soyuz
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Posted: 15th Jul 2003 14:37
from the sound of what you are saying you are converting your models to 3DS using "conv3ds.exe" - clever aren't I?

Why are you doing this incidentally? I use .x for all my 3D stuff in DB Pro - animated (boned) and static, and I don't have any issues with them. I also use the Panda .x exporter.

I would strongly recommend sticking to .x - I did try 3ds initially but that format never seemed to work for me.
WillWorks88
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Posted: 15th Jul 2003 21:27
no no... Soyuz. The conv3ds software converts a file from .3ds to .x

So, in order for limbs to work for me, I had to export my character as a .3ds file. Then I used conv3ds to make it into a .x file, for which the limbs work. When I just used that Panda .x, the file would look nice when it loaded up, but it never divided into limbs.

So, its no big deal. The few files that need to have limbs, I just use the extra step of conv3ds, and the rest of the files I just Panda out. It's all good.

(Although, I now I have a problem when I attach objects to a limb. While they do attach, the object being attached has its orientation thrown all out of wack. Is there an easy way to fix this? Before I glue the object to limb, it is placed exactly where I want it on the character, but after I glue it... the object seems to rotate 90 degrees on a random axis. Well, if you have time, I'd love any suggestions on this, otherwise... thanks for all the previous help.)

--- Only The Few Who Knew... Would Ever Reach Real True Blue
www.will-works.net
WillWorks88
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Posted: 15th Jul 2003 21:35
By the way Soyuz... awesome website. Some of those levels for wolfenstein look great. I used to be a level designer... but I was more of an Unreal Tournament man. And, I also delve into the great arts of 3D modeling. Check out my site if you have some time. We share some of the same computer past-times...

--- Only The Few Who Knew... Would Ever Reach Real True Blue
www.will-works.net

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