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3 Dimensional Chat / animation of a character

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UnderLord
21
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Joined: 2nd Aug 2003
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Posted: 17th Aug 2003 04:42
so when i want a character in my game to run its obvious you want to see there legs moving and arms ect do i make a regular animation in 3ds max using there animation thingy and then just put it in game and tell the game to run that animation (or .avi or whatever) when the player runs/walks/sneaks/everything else?
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Arrow
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Joined: 1st Jan 2003
Location: United States
Posted: 17th Aug 2003 06:29
Create the animetion, save the model, and it should be included with that model. To create multiple animation just leave a gap between two animation and remember the frame that the second one starts on.

Teenage Male Geek + Female Remotly Interested in Common Geek Activities = Teenage Male Jackass
indi
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 17th Aug 2003 06:29
it depends on if your doing 2d avi movies as sprites or if you want to make the model a 3d object with animations.

If your refering to character studio, Ive heard its not compatible with DBC except of course a pre rendered image for a sprite is fine,but when you move into 3d, a lot of manual input is required to make your model just right.

when creating the animations set timeframes for each one using the same model heirachy and you can append them in classic later on.
Or create a model with them all in one file and just play the file along its timeline in the correct positions.

kryat
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Joined: 16th Aug 2003
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Posted: 17th Aug 2003 07:42
you can use Character Studio with DBC, you've just got to be tricky, because DBC doesnt automatically support mesh deformations.

"Easy" Way: Constraints.

With a regular segmented model that you would use for DBC. You have to use position and rotation constraints for each peice and constrain them to the respective biped part. Animate the biped, then collapse the constraints on the peices back into standard keyframes for your character objects. And then you can export as a 3ds or .x with all the keyframes.

Hard Way: Mesh Deformations

The other way is to use mesh deformations. But to do this you will have to more or less make a custom 3D file format for DBC.

First make your character, then rig it using Biped/Physique or Bones/Skin and animate it. Then you need to make a quick maxscript that will export .3ds files for each frame of the animation.

Then you need to fire up DBC and write a program to take all the individual frames of .3ds files, and basically rip out all the vertex location data out of each one. Then save that data in a special format all in one file.

Then you can use memblocks and CHANGE MESH FROM MEMBLOCK command to update the mesh frame by frame.

Either way its a lot of work, but its possible...

UnderLord
21
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Joined: 2nd Aug 2003
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Posted: 17th Aug 2003 07:42
ahh ok i c thanks i use 3ds max 5

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