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3 Dimensional Chat / Exporting to X animation Help

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monkee
22
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Joined: 28th Feb 2003
Location: United Kingdom
Posted: 1st Mar 2004 13:08
I've built an airship with rotating props and when i export it the animation works but the props are inside the model. I cant seem to get the props to stay at there local postion.
Ive tried grouping and parenting to no avail.
Any help please?
monkee
22
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Joined: 28th Feb 2003
Location: United Kingdom
Posted: 1st Mar 2004 14:09
Here are some screenies to show what i mean:


This is the airship, note no props on the side.


There are located inside the model.
Ive also tried keying the transfoms but they still appear inside.
zircher
22
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 1st Mar 2004 18:23
Have you tried the offset limb commnad?
--
TAZ

monkee
22
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Joined: 28th Feb 2003
Location: United Kingdom
Posted: 1st Mar 2004 19:50
No, i havnt tried that. Do you mean save the prop out as a seperate animated object, then load it and attach it to the blimp somehow? Is it possible? Could I also then instance it and use the prop on both sides? I havnt really messed about with the limb stuff, just wanted the x file to work as is. I've had no problems with skinned stuff, this should be far simpler.
Monkee
zircher
22
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 1st Mar 2004 22:42
Well, there are actually several ways to do it. I'm not really a limb fan, I like to load separate models and handle my own relative positioning and rotation. It's easy to do in DBP with the relative motion commands and it gives me programatic control of screw rotation as well as the ability to swap parts, color objects independently, or have the props fly off when the air ship is damaged. It's probably not the best way to handle people, but it works just fine for gizmos like air ships, planes, helicopters, radar booms, and especially for gun turrets.
--
TAZ

monkee
22
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Joined: 28th Feb 2003
Location: United Kingdom
Posted: 2nd Mar 2004 12:46
I dont really want to have to code the position of the props, just be able to export proper. Just because If I wanted lots of vehicles in my scene then It will be a major hassle to have to code the positions of all the wheels/parts relative the the main models. Is there anyone out there that has managed to import an object with animated parts that are offset from the main objects pivot point. I've tried reseting transforms, offsetting pivots, grouping the objects and saving to no avail. There must be something minor Ive overlooked. Its either that or Darkbasicpro ignores the pivot/heirachy information on imported xfiles.
Any help will be greating appreciated as im loosing hair fast.
monkee
22
Years of Service
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Joined: 28th Feb 2003
Location: United Kingdom
Posted: 2nd Mar 2004 15:56
I've check the file in the microsoft meshview program and it seems to look the same so Its down to me. Tried linking the objects aswell but they still move to the center.
Heres a pic of what it should look like.

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