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DarkBASIC Discussion / DBC 3d Model Import Questions

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NanoBrain
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Joined: 20th Jan 2005
Location: Portland, OR
Posted: 1st Aug 2005 12:29 Edited at: 1st Aug 2005 12:31
Hello all,

I have created a model designed to be animated for use in DarkBasic Classic. I never have experimented much at all with object animation and, well objects in general, in DarkBasic Classic. I am having a slight problem with a few questions.

The image below is a snapshot of my model in Blender Modeler. Each limb section is a different object of the model. Currently, the limbs are not parented to the torso of the character. Should I be parenting the limbs before importing the model into DarkBasic?



I have managed to get part of the limbs to show up in DarkBasic, by fiddling with the actual names of each object. However, I haven't had any luck on getting them all to show up at one time. Therefore, my character remains in pieces when loaded in DarkBasic.

Not only is the model missing parts, but some of the limbs that do show up are rotated awkewardly, and dispositioned by some small amount. I know it has to do with the method I used to build the character(duplications of limbs, object rotations, etc). But, with many frustrating experiments, I have failed to solve or understand the problem.

If anyone can answer these questions, it would be a great help. Thank you.


+NanoBrain+
greg man
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Posted: 1st Aug 2005 13:10
I dont know much about blender but on other modelling software i found it was easier to make the model as one object instead of seperate objects for each limb. Then to animate it you can skin the bones of the model so that when you aniate the bones, the model is bent into the same shape. This also allows you to do more realistic animation for animals and humans.
However, having said that i don't whether blender supports bone based animation or skinning. I hope this helped.
Dom
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Posted: 1st Aug 2005 16:28 Edited at: 1st Aug 2005 16:29
DarkBASIC classic doen't support boned animation.
By that I mean mesh deformation, area of effect, that sorta stuff.


Formerly Saberdude --DFStudios--
blanky
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Posted: 1st Aug 2005 20:29
I've seen a deformation example before (although admittedly, it was via memblocks.)

In 3DS Max at least, I always find it useful to select all objects and position them (as a group, not every single one) to 0,0,0. This stopped my weird off-centre rotation problems. (I tell you this, as it might be a limitation of DarkBASIC's built-in 3DS loader.)

[Insert extremely witty comment here] :: Add me to MSN if you like, but don't expect any big favours [unless you like VB6]. ... IDK!!
BearCDPOLD
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Location: AZ,USA
Posted: 2nd Aug 2005 02:20
I don't have any experience with blender, but my models I exported to .x from gameSpace and trueSpace work fine.

You probably want to make sure they've all got their hierarchy properly set up leading to the torso before you export. The LINK LIMB command in DBC is a pain, so I only use ADD LIMB to add weapons and various things.

You could export each limb as a separate object and use DATA statements as a quick way to offset each limb properly, but who wants to do that? Good luck.


I'm going to eat you!
NanoBrain
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Joined: 20th Jan 2005
Location: Portland, OR
Posted: 2nd Aug 2005 12:01
Hello all,

Thank you all for the suggestions. I am continuing to have trouble. However, since I would rather just be able to export the model completely with its limbs attached, I will keep working towards the solution.


+NanoBrain+

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