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3 Dimensional Chat / Character animations editor is ready now!

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Rafhalzer
12
Years of Service
User Offline
Joined: 14th Dec 2011
Location: Poland
Posted: 11th Jan 2012 08:33
You can load character in DirectX (".x") or DBPro (".dbo") format, edit animations, and export to DirectX or DBPro format.
Try it!
Forum:
http://forum.thegamecreators.com/?m=forum_view&t=192381&b=24&msg=2293226#m2293226
Website:
http://www.rafhalzer.zzl.org
Greenster
19
Years of Service
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Joined: 3rd Feb 2005
Location: US ©
Posted: 18th Jan 2012 21:39
It's about time.. This is literally the first sensible&non-repetitive idea I've seen in 3D scene in a very long time..

Now if we could just do Quake and Collada, it'd be a pro tool ^^

Seriously..it's annoying that there have been so many game engines and modelers but nobody has brought animating usability up to date..
Rafhalzer
12
Years of Service
User Offline
Joined: 14th Dec 2011
Location: Poland
Posted: 26th Jan 2012 10:10 Edited at: 26th Jan 2012 10:12
Thanks Greenster for your opinion.
I'm thinking about "MD5" format support in ANIMER.

Now, version 1.1 of ANIMER is available!
I increased compatibility with 64-bit systems and Windows 7.
If you had troubles with running ANIMER 1.0 - try out a new version.
Tip: if doesn't work - run it as ADMIN.
http://www.rafhalzer.zzl.org

Rafhalzer
Greenster
19
Years of Service
User Offline
Joined: 3rd Feb 2005
Location: US ©
Posted: 28th Jan 2012 13:03 Edited at: 28th Jan 2012 13:06
Suggestions:

1. Just distribute the inno installer, use LZMA option to keep size small. Having to manually unpack is a usability issue in software that is being sold.(people will probably argue, but I do this professionally)

2. silent install of MSVC(all big vendors do it, just makes sense and avoids usability issues)

3. Inject manifest to make it run as admin automatically. It will runas all child processes automatically avoiding UAC issues too.

4. get rid of MS mesh viewer to avoid licensing issues and clean up dependencies

5. Add more **supported formats. Collada and Quake are in most engines and on most content distributions.

Executed as admin on fully updated win7 x64 ultimate box it still crashes:
Quote: "Problem signature:
Problem Event Name: APPCRASH
Application Name: ANIMER.exe
Application Version: 1.0.0.0
Application Timestamp: 47eb87d2
Fault Module Name: StackHash_0a9e
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 00000000
Exception Code: c0000005
Exception Offset: 00000000
OS Version: 6.1.7601.2.1.0.256.1
Locale ID: 1033
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789"
Rafhalzer
12
Years of Service
User Offline
Joined: 14th Dec 2011
Location: Poland
Posted: 30th Jan 2012 08:50
Thanks Greenster for your very useful suggestions!

Quote: "Inject manifest to make it run as admin automatically"

Could you explain to me how it's done?
I can't find the reasons why ANIMER doesn't work on some computers with WIN7x64.

Rafhalzer

ANIMER - Character Animations Editor.
Edit and create your own animations of FPSC characters.
Supports DirectX and DBO formats.
Greenster
19
Years of Service
User Offline
Joined: 3rd Feb 2005
Location: US ©
Posted: 20th Feb 2012 11:10
I think your tool is probably the most genius idea in 3D scene for years now. Most 'experts' who try to make easy-content-creation tools are oblivious to the fact that most models will need animating, so the few animation tools existing have the usability of mid-90s dev tools..

So I will continue to support the project.

On the crash, it probably has to do with DX runtime. You can actually open ANIMER.exe up in ollydbg and run it, and find where it's crashing. It looks like a stack issue which is most likely where a stack is built for a call to a DX funtion. The DX function and dll probably get loaded but have version differences that introduce pointer or struct changes.

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