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3 Dimensional Chat / milkshape to x not animating in dbp?

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Cliff 3degs network
22
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Joined: 23rd May 2003
Location: Sweden
Posted: 12th Feb 2004 19:47
i dont know waths wrong but can anyone help me wath should i setup the jt exporter to get my animatons to work in dbp?
either no animation or screwed up model?

1GHZ AMD ATHLON WITH AN GEFORCE 4 TITANIUM 4600 AND 512 MB SDRAM.
arras
22
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Joined: 3rd Feb 2003
Location: Slovakia
Posted: 13th Feb 2004 11:01
Look here http://www.thegamecreators.com/?m=forum_view&t=17907&b=3 for mesh deformation setup.

For limbed animation turn to DirectX Retained Mode
walaber
21
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Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 13th Feb 2004 11:36
or just use the "Direct X 8.0" exporter, not the JT one. it works fine for me with bone-animated models. if you have had milkshape a while you may need to re-download the exporter, it has probably been updated.

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia Ti4200 AGP 8x 128MB
Overdroid
22
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Joined: 22nd Sep 2002
Location:
Posted: 14th Feb 2004 10:50
I can't get either one to properly export my model with boned mesh deformation. Could be I'm doing something wrong. I've used the settings mentioned in the link above and tried several others. When I try viewing in in DBP's model viewer I get a mess.

"If you want an audience, start a fight."
- Gaelic Proverb
Overdroid
22
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Joined: 22nd Sep 2002
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Posted: 14th Feb 2004 12:20 Edited at: 14th Feb 2004 22:51
You can download my model from here:

It's in Milkshape format - if anyone can export it to an x file with boned mesh deformation then maybe you could tell me what I'm doing wrong.

Link Removed by Author.

"If you want an audience, start a fight."
- Gaelic Proverb
arras
22
Years of Service
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Joined: 3rd Feb 2003
Location: Slovakia
Posted: 14th Feb 2004 20:27
Your model animation works fine.
You can download file, screenshot from exporter and dbpcode here:
http://members.lycos.co.uk/arras1/Pictures/Anim.exe (sfx rar)

Your model have some wertices not conected in middle part, you can see it on finalanim.x which is your original model. Just replace "finalanim2.x" with "finalanim.x" in code and you see what I mean.

You should snap them together one by one and then weld them together.
I was also changing smoothing groups since all your faces were in the same one.
Overdroid
22
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Joined: 22nd Sep 2002
Location:
Posted: 14th Feb 2004 22:51
Thanks Arras!

I got it to work by fiddling here too. I didn't use JT exporter - just the directx exporter. Also, the browser program I was using was probably compiled with an older version of DBP. It wasn't showing the models properly. Everything worked with my own recently compiled code.

Huzzah!

Thanks again, also I fixed the unwelded vertixes and cleaned up the model.

"If you want an audience, start a fight."
- Gaelic Proverb

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