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3 Dimensional Chat / Animation

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Lancewrath
22
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Joined: 30th Dec 2002
Location:
Posted: 10th Oct 2003 05:02
Ok tell me there is got to be a way to animate my model.. I tried using 3dsmax panda x exporter...the bones move but nothing else does... milkshape seems to gnarl and rip apart my model when i use that... I didnt really model him to be limb based though.. i was hoping for more of a bone style animation... I was gonna compile my own animation format in DB to do this but i cant seem to get the command make memblock from mesh to work it is saying i need enhanced mode.. where can i get that and what is the most frequently and best used process of animation used in DB?

if god = infinity and infinity = 0 then god = 0
indi
22
Years of Service
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 10th Oct 2003 09:15
the very first post in this forum area shows you a method to make a type of mesh deformation to work.

http://www.thegamecreators.com/?m=forum_view&t=17907&b=3

Its probably best you spend time looking at a lot of the posts already created before you ask the same thing over n over over.

If your using DarkBasic Classic which I can only assume from the tiny amount of information in your post at the end then its not possible to mesh deform models and a limb heirachy is what is required.

Each group or mesh or limb ( all the same thing) has to have a unique name and its best to have 3 keyframes when animating start middle and end. the reason behind the middle key frame is to stop the animation from taking the shortest path which might not be the way you intended it to move.

along time ago as well arras posted this informationin regards to milkshape. granted pro is up to directx 9 now it should be fairly similar in the process to achieve the same thing.


rem -------------------------------------------------------



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







this information is not pertaining to mesh deformation, if you want something similar look at the link at the top of this post.

good luck & have fun

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