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3 Dimensional Chat / Back to basics

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BatVink
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22
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Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 9th Oct 2003 01:57
I want to add animation sequences to the Alien Model. I cannot get the resulting model to work in DB Pro. Can anyone get me started. I have:

Cinema 4D
Anim8or
Wings 3D

Is there a 3DS to X convertor in the DB Pro installation, I seem to recall people saying 3DS models just don't work.

BatVink (formerly StevieVee)
http://facepaint.me.uk/catalog/default.php
Toilet Freak
22
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Joined: 16th Dec 2002
Location: Australia
Posted: 9th Oct 2003 05:50
I don't think there was one for pro, there was a converter with clasic(I know that much anyway)...(just do a search for it on a search engine)

I don't know about your problem since I don't use any off those modeling apps...sorry mate.

DreamersScars-Toiletfreak-
If you need a animated chara go here... It isn't that great but it'll do as a tester model thingy http://users.tpg.com.au/users/cnkyk8k2/index.html
arras
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Joined: 3rd Feb 2003
Location: Slovakia
Posted: 9th Oct 2003 11:32
You cant animate in Wings3D, in anim8or you can but you cant exportanimations.

I was not working with Cinema4D so I dont know if it can animate...

I would recomend you to animate your model directly in DBpro.
BatVink
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Location: Gods own County, UK
Posted: 9th Oct 2003 12:27
I have the animation sequences, the issue is exporting the model in a format that is acceptable to DB Pro.

Quote: "I would recomend you to animate your model directly in DBpro."


How would you go about getting the AlienWare alien animated directly in DBpro? That would surely be a massive task in itself.

BatVink (formerly StevieVee)
http://facepaint.me.uk/catalog/default.php
arras
22
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Joined: 3rd Feb 2003
Location: Slovakia
Posted: 9th Oct 2003 12:38
AlienWare alien is made of limbs so you can animate it directly in both DB and DBpro using limb manipulation and animation commands. If it would be massive task or not hard to say, depend what kind of animation you need.

Look at this post: http://darkbasic.thegamecreators.com/?m=forum_view&t=8590&b=10
I was making simple walk animation using only DB commands, no external media. Source code is included so you can have look inside hove I did it. ...It wasnt so massive task, in fact it was quit easy.
BatVink
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Posted: 10th Oct 2003 01:09
Cheers Arras

BatVink (formerly StevieVee)
http://facepaint.me.uk/catalog/default.php
Toilet Freak
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Location: Australia
Posted: 10th Oct 2003 07:15
download GMAX, that should be able to solve all your problems, gmax is basically max but without a renderer and it's free...

DreamersScars-Toiletfreak-
If you need a animated chara go here... It isn't that great but it'll do as a tester model thingy http://users.tpg.com.au/users/cnkyk8k2/index.html
indi
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 10th Oct 2003 09:35
arras posted this ages ago for milkshape when classic was around and DX8 was it its heyday



Trying to export my model I animated in Milkshape to .x format I run in to the couple of problems. Model was disturbeb, limbs were rotated in unusual positions, some were even missing.

Afther one night I spent trying diferent exporters, changing export options and searching this forum, I managed to export my animation properly.

Here is the way hove to get animation made in Milkshape run in Dark Basic:

Firsth you have to make your model animate. Its not objective of this post to describe hove to do it. If you need some help, try tutorials at Milkshape web page. Some useful are:
http://www.machinima.com/articles/modeling_intro_index/
http://www.gen3d.de/MS3DTutorial/
http://art.counter-strike.net/milkshape-01-01.shtml
http://www.planetfortress.com/tf2models/tuto.htm

Problem of these tutorials is that they are made for Half life models with mesh deformation. Unles you want to use memblocs (which I was not trying) this models are useles in DB. DB is not working with mesh deformations. What you need to do is model made of several limbs (torso, legs, hands...). Limbs are created in Milkshape like GROUPS of faces.
Next you create skeleton made of JOINTS and assign individual groups to joints (change selection metod to group (Model >>> Selection >>> Group). Then go to Joints, in the tab select joint you want, then select group you want in one of the views and press Assign buton)

When done, go to Animate>>> and !!! TURN OFF Operate On Selected Joints Only !!! (very important). Then you can made animation as usual. Diference between mesh deformation animation and your animation will be that you animate your model by mooving or rotating its limbs not only faces. And thats hove animated objects work in DB.

When done go out from animation mode (lower right button) and export your model using DirectX JT exporter. You can find this exporter like msXExporter.zip (DirectX 8.0 Exporter by John Thompson) at downloads of Milkshape web site: http://www.swissquake.ch/chumbalum-soft/ms3d/download.html
Select: File >>> Export >>> DirextX (JT)...
Tipe name and in the tab which will apear choose DirectX Retained Mode for Format. Animation Time Factor set to about 1 (depend hove slow or quick you want your animation play). Choose Binary for smaller file. Rest you can let unchecked or you can try to play with options like you want. Press Help button for info about options in tab.
When ready, press OK and enjoy your animation in DB.

Hope this will save you some time

arras
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Location: Slovakia
Posted: 10th Oct 2003 11:27
Hi indi
where did you find that post? It realy was ages ago...
indi
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 10th Oct 2003 17:39
its been on my hard drive for ages mate.

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