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DarkBASIC Discussion / is there any animators that actualy work in DBC

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kRx
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Location: Canterbury, Kent, UK
Posted: 5th Jun 2005 07:07
this has been annoying me for ages and is making my game development kinda hang at the moment i have a load of modellers but thier animations just wont work in DBC. y is this and what can i do?

thanks in adbance

kR

kR
Slayer93
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Posted: 5th Jun 2005 07:20
are they avi files?

NARUTO IS THE NINJA.......not really
kRx
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Posted: 5th Jun 2005 07:34
sorry, no i ment 3d models of .x .3ds type forgot to memtion that

kR
Slayer93
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Posted: 5th Jun 2005 13:44
sorry don't think you understood me if you export the animation is it in an avi file because dbc can only run avi for animation. I don't think it matters if the models x or 3ds if in an avi
Quote: "guessing"

to run an avi use


NARUTO IS THE NINJA.......not really
NanoBrain
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Location: Portland, OR
Posted: 6th Jun 2005 03:56
Christian Ang,

Quote: "i have a load of modellers but thier animations just wont work in DBC"


He is speaking of 3D model animating in DBC.

kRx,

I have had the same problem. Though, I know for sure that it can be done, of course. However, there must be something we're doing wrong. What modeler are you using and what method, or type of animation are you creating? Boned, strictly mesh deformation(without bones), limb deformation? Also, are you either using .x or .3ds models? In DarkBasic, these are the only supported types.

I am using BLENDER Modeler, and am animating my models with bones, but am only exporting, I beleive, the mesh deformation(vertice position) information. I could be wrong that this is the information I am exporting in the .x file. It's just as far as I know.


+NanoBrain+
kRx
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Location: Canterbury, Kent, UK
Posted: 6th Jun 2005 04:38
i have 3ds max and milkshape. i can make a lil model have no idea how to animate in max so import the model from max to milkshape to animate it using bipeds (bone?) and when i try to play it it enlarges a lot and proabaly doesnt play (cant see as its huge)

my knowledge here is limited but i dont know how to animate with mesg demforitations etc

kR
Slayer93
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Posted: 6th Jun 2005 06:07
so you are saying u make a model export it to dbc and animate it there. If yes i can't help sorry.I never did that and i use 3d canvas and animate in there then i make it an avi file and use that in dbc.

NARUTO IS THE NINJA.......not really
waffle
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Location: Western USA
Posted: 6th Jun 2005 07:30 Edited at: 6th Jun 2005 13:07
I have used MS3D for years with no problem.
It does take some "special" configuration stuff though.
DBC does not support mesh animation, only limb animation.

If you follow that, then this next part should be easy:
use the JT exporter plugin. Do not export while in the
keyframer. Also, set the menu to operate on selected keyframes
only (in MS3D, before exporting). When exporting, the JT
exporter will prompt you for alot of settings, just use the defaults for now. This will create .X files for your models.

So, the real problem your having is exporting from MAX to MS3D.
Maybe try the 3D forum for more information.

edit: By limb animation, In DB/DBPro, the commands refer to limbs,
so I used that to describe the effect. In MS3D, and probably other
modelers, this is refered to as bones. But, bones can also be used
to animate meshes in the modeler or to move a limb. Since DBC does
not support bone-mesh animation, I used the term "limb" to refer
to bone-based-limb animation. Hope this clarifies things
kRx
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Posted: 6th Jun 2005 07:46
how do u limb animate? very lame question but.... lol

cheers for all ur help

kR
NanoBrain
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Location: Portland, OR
Posted: 6th Jun 2005 09:02
waffle,

Thank you. I posted a question of this problem in 3 Dimensional Chat, however with no response. I could not figure out if DarkBasic Classic handled mesh deformations. I figured this might have been my problem. But, up until now, I was not sure.


+NanoBrain+
BearCDPOLD
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Location: AZ,USA
Posted: 6th Jun 2005 16:32
I don't know how Milkshape works, but I know that in GameSpace when you use bones to animate an object you can set it up so that when it exports to directX it just saves how the vertices move, and DarkBasic handles that well.

Crazy Donut Productions
Current Project: A Redneck game
NanoBrain
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Posted: 7th Jun 2005 08:44 Edited at: 7th Jun 2005 08:45
BearCDP,

This is how Blender, which I use, saves the data. The vertice information without the bones. However, DarkBasic Classic returns the error of "Not Able to Play Object", or something along those lines. Also, waffle has stated that DBC does not handle mesh deformations. Is this incorrect? Have you used mesh deformated/animated objects in DBC before?


+NanoBrain+
Grog Grueslayer
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Playing: Green Hell
Posted: 7th Jun 2005 10:58
I get the same thing in 3D Studio Max 5. For some unknown reason all animation sequences won't export to an .x file. It always says "Object can't animate.". DBC can and does play animations in .3ds format but any objects that are grouped together won't. Grouping objects is the only way to make really cool things. :-( Animating a circle... np.
waffle
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Location: Western USA
Posted: 7th Jun 2005 13:26
Rob started this thread some time ago ...
http://forum.thegamecreators.com/?m=forum_view&t=21133&b=7

It has some good links in there.
BearCDPOLD
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Location: AZ,USA
Posted: 10th Jun 2005 15:44
I thought that I got one object to work, but that's probably my mistake, it's been a while.

I do remember though that somebody made a Ninja Turtles game that simulated mesh deformation by saving the object at each individual frame of the animation and then showing them in sequential order, it actually worked rather smoothly.

Quote: "In DBC, you can't simply play a boned-mesh animation model, because the DBS's knowledge in the subject was still limited back then when DBC was made. And also due to the fact that DBC is based on DirectX 7. But slowly, DBS made it possible for us to access the mesh data; i.e via the "Memblocks" and "Change Mesh" commands. So there are some alternate ways to improvise skeletal animation.

Since the "Memblocks" way would be more complicated, I'll just briefly list the steps on how about to perform the "change mesh" method:
1) Finish your model, bone them & animate them.
2) Export every frame as(.3ds or .X) with a number sequence in the end of every file. E.G "3D1.3ds, 3D2.3ds .. 3D20.3ds". So if you 20 frames, you would have 20 files.
3) In your DBC code, load up all objects and use the "Change-Mesh" command to update the mesh accordingly.

+ Code Snippet

Sync On

Rem Make "Base" Object
Make Object Cube 1, 100

Rem Load The Rest Of Frames
TotalFrames = 20
For X=1 To TotalFrames
Load Mesh "Base"+Str$(X)+".3ds", X
Next X

Frame = 1

Rem Main Loop
While Mouseclick()=0
Rem Make sure the frame is in range
If Frame>TotalFrames Then Frame=1

Rem Change From Cube To Animated Model And Update Frame
Change Mesh 1, 0, Frame
Inc Frame
Sync
Endwhile



I made that on top of my head, so I don't know if the code works. But the theory is there. Just incase you're interested, I've made a game that contains the above theory. The code might look complicated because there are more than 2000 lines, as I made it for the retro game competition years back. The game features memblock compression, multiple model vertex animations, voice acted cutscenes, main menu and many more! So I guess it's worth the download. The code might not work because I did not include one file in it to make it work. Link is http://files.thegamecreators.com/showcase/retro/59_Ninja_Kura_by_Asri_Computer_Entertainment.zip"


Crazy Donut Productions
Current Project: A Redneck game
kRx
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Location: Canterbury, Kent, UK
Posted: 12th Jun 2005 03:57
i may be doing that very wrong but i get couldnt load mesh error

kR
miki
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Posted: 21st Jun 2005 00:36
hi,
dark basic pro will import x.files animated with 'charactershop.exe'

... it's very easy and the results are great ...

regards,
miki.

in the end
Sven B
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Location: Belgium
Posted: 21st Jun 2005 03:00
But, it costs (unless i'm missing somthing)

Immunity and Annihalation makes Immunihalation...
Los
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Posted: 21st Jun 2005 14:43
hello.

the only way I have got anything to animate in DB Classic was by uising Milkshape3D.. I forked out the money for it.

this is why I'm posting.
http://mysite.wanadoo-members.co.uk/kbarnard/Cool_Spot_gets_it.zip

use this as an example... run it, press the mouse button and then space will reset the animation. It's been said on here.. but I use the DirectX(JT) exporter, with default values and it worked.

however... I have seen the model mess up afew times, not sure why. Download the file I uploaded for you, and use the DirectX(JT) exporter in Milkshape... that can work.

**Officialy has a mental illness.
" Ahh to finish something! My boy, have you ever accomplished anything? "
kRx
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Location: Canterbury, Kent, UK
Posted: 23rd Jun 2005 23:27
(so jelous!!) lol ive been using milkshape and it goes crazy when i run it and i really dont know why, ill givve the defualt settings a go later

kR

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