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DarkBASIC Discussion / The Commet! come please

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Caleb1994
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Location: The Internet you idiot!
Posted: 6th Dec 2008 04:17 Edited at: 6th Dec 2008 04:23
ok heres the post i promised....


hey ok so u say that u animate ur objects in darkbasic? how? i wasn't aware you were able to do that

if you know how then could you post a tutorial since you are so good at it (atleast from peachy it looks like it )
Sinani201
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Location: Aperture Science Enrichment Center
Posted: 6th Dec 2008 05:04
It is an extremely complicated process with moving limbs 'n' stuff. Peachy was quite easy to animate because of the simplicity of the model, but if you're trying to animate a human, it'll take a long time. You use commands like "MOVE OBJECT LIMB" and "APPEND ANIMATION."


"I reveal my trap card, GEORGE DUBYA BUSH!
America loses 2000 Life Points! America loses." -Deucalion2
Caleb1994
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Posted: 6th Dec 2008 05:30
oh wow ya that would take a while but i wasn't looking for anything complicated cuz i can't find any 3d modelers that animate with dbc compatible animation cuz it won't exept skelatel animation
BN2 Productions
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Posted: 6th Dec 2008 07:01
Quote: "3d modelers that animate with dbc compatible animation cuz it won't exept skelatel animation "


Milkshape 3D is pretty good and cheap, but it does cost. There is a free trial on their site I believe.

Ever notice how in Microsoft word, the word "microsoft" is auto corrected to be "Microsoft" but "macintosh" just gets the dumb red underline?
Caleb1994
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Posted: 6th Dec 2008 07:07
ya i tried that one but the trial ran out.... and so did my funds haha
Robert The Robot
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Location: Fireball XL5
Posted: 6th Dec 2008 12:16 Edited at: 6th Dec 2008 12:19
Have you tried this piece of FREE software: Lightning Limbs?

It's an animator only with no 3d model-making abilities, but since I wrote it in DBC I can guarantee the exported animations will work perfectly in DBC.

If you want a good 3d model maker for free, I would recommend Anim8or, which is pretty versatile.

Hope this helps!
Regards
Robert the Robot

"I wish I was a spaceman, the fastest guy alive. I'd fly you round the universe, in Fireball XL5..."
TheComet
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Location: I`m under ur bridge eating ur goatz.
Posted: 6th Dec 2008 13:21 Edited at: 6th Dec 2008 13:23
OK, I wrote a tutorial. Who thinks I should make my own separate thread about this?

So, here is the tutorial:

1) Commands and Terms

First of all, you need to know the basic terms and commands for animating your objects in these categories:

a)Making objects
b)Making meshes
c)Adding limbs
d)Rotating and Offsetting limbs
e)Setting keyframes
f)Interpolation

a)Making objects

There is not a lot to explain here. This is how you make objects. In the code snippet, I make them all the size of 10:



And here is the whole program:



b)Making meshes

In this snippet, I will display all of the objects again, but I will make the objects using meshes:

To make a mesh, you make an object first:



now we get the object, and turn it into a mesh:

Syntax:
Make Mesh From Object <mesh number>,<object number>

So now the object is stored in a mesh, that you can use later for re-creating the object.



And to create the object again:

Syntax:
Make Object <object to create from the mesh>,<mesh to use>,image to texture object with>



So lets do that with our program:



c) Adding Limbs

Up until now, we have made 7 different objects and positioned them. Now lets say, you want those 7 objects to only be one object. To do this, you have to make meshes from those objects, and create limbs from the meshes.

So, make an object:



make a mesh from the object and delete the object (we wont need the object again)



and now we get the mesh and add a limb to an object. To add a limb to an object, we need to make an object first. This object should be invisible(make the size 0):



Now we can add the limb to the "invisible object":

Syntax:
Add Limb <object to add limb>,<limb number>,<mesh to make limb from>



So lets do this with our program:



d) Rotating and offsetting limbs

The object now has 7 limbs, and the object rotates around the Y axis. I don`t like the way it is shifted far to the left, so we can now offset the limbs to shift the limbs to the center:

Syntax:
Offset Limb <object number>,<limb number>,<X offset>,<Y offset>,<Z offset>

When you offset limbs, the x,y and z coordinates are not actual 3D coordinates. That means that you cannot position a limb in 3D space with this command. What it does, is it moves it away from it`s original position by the amount given. So if I say "offset limb 1,1,0,0,0", the limb 1 from the object 1 will not position at 0,0,0, it will position at where the limb was originally positioned. (Tell me if you don`t get it)

So, to shift all of the 7 limbs left by 42 steps, you would do:



To rotate limbs, you use the same:

Syntax:
Rotate Limb <object number>,<limb number>,<angle X>,<angle Y>,<angle Z>

Lets rotate the limbs randomly:



So, lets add that to our program:



As you can see, the limbs are not rotated around their own axis, but around the core object(the "invisible object")

e) Setting Keyframes

This is the part that we animate the object.

Every time you rotate or offset a limb, you can set a keyframe, which you can later set with "set object frame". Lets say you rotate the limbs to 0,0,0, and set a keyframe to 0. Then you rotate the limbs to 180,0,0 and set a keyframe to 1.

If you then say "set object frame" and set the object frame to 0, the limbs will be rotated to 0, and if you set the object frame to 1, the limbs will be rotated to 180,0,0.

You can use this technique for opening doors or moving platforms up and down. Just by changing the frame of the object in the main loop after setting the keyframes.

So lets set a keyframe when the limbs are rotated to 0,0,0, and when they are rotated randomly:



f) Interpolation

This is a wonder of programming. Without this function, you would have to set each frame of every change you make.

Interpolation will guess where the limbs would be at frames between the keyframes. So, if you set a keyframe to 0 when the limbs are rotated at 0,0,0, and set a keyframe to 20 when the limbs are rotated at 0,60,0, and you set the object frame to 10, where do you think the limb will be rotated?

At 0,0,0 or at 0,60,0? The answer is 0,30,0. If I set the object frame to 5, it would be at 0,15,0. So, interpolation guesses where the limb will be between the keyframes.

So lets be simple. I will rotate the limbs to 0,0,0, set a keyframe to 0, the rotate the limbs randomly and set a keyframe to 50.

After that, you can use "play object" or "loop object" and it will play all of the frames. So, here is the program:



You can change the speed of the object with "set object speed".

When you get a little more advanced, you can use sin() and cos() to smooth your objects animation, but work on this for now.

Hope this tutorial helps!

TheComet

Peachy, and the Chaos of the Gems

Caleb1994
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Location: The Internet you idiot!
Posted: 6th Dec 2008 18:59
ya that did haha thanks alot

and hey thanx for that model animator its really good. how did you make the menus they r really good i like em
Robert The Robot
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Location: Fireball XL5
Posted: 7th Dec 2008 16:43
Quote: "how did you make the menus they r really good i like em"

Glad you liked them

If you want to know how to make menus for yourself, check out the Programming section of my site - I uploaded some tutorials explaining how they worked:

http://mythrada.distantstar.org.uk/programming.htm

"I wish I was a spaceman, the fastest guy alive. I'd fly you round the universe, in Fireball XL5..."
Caleb1994
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Posted: 8th Dec 2008 02:10
oh ok thanks ya i really like the windows type interface but i couldn't ever find any good images for the menus or a program (like bluegui but for dbc) so i never knew how :/ but thanks tons

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