The tutorial(finally)
1: The editor
For my example, I used an object called "MAN2.X". This object can be found in this directory of DarkBasic:
"media/models/textured/people/MAN2"
Now let's start:
- Main screen: Here the object is viewed. Click and drag the mouse to rotate the object.
- Rotation section: we can view the object from the right, left, top, bottom, front and back.
- Limb section: here we can select the current limb. The current limb will be flickering in the main screen.
- Animation section: We can set the current keyframe and store a keyframe to create an animation. You can adjust the object's speed here also. However, the object speed will not be exported with the animation sequence.
- Play/stop. The play button will loop the object's animation. The stop button will stop the animation and set the current frame to 0. (Wich can be handy to create a seamless animation)
- Load/exit: Just as it says. Load to load a new object and exit to quit the program.
- Offset x,y,z: Use this to offset the current limb. Click on the display box to input manually or use the up/down button to slowly increase or decrease the value.
- Rotate x,y,z: Use this to rotate then current limb. Click on the display box to input manually or use the up/down button to slowly increase or decrease the value.
2: Starting an animation sequence
For this example, we're going to create a waving sequence.
First we set the current limb to 9, wich is the right arm of the object.
Second, we rotate the arm in the starting position and store the current keyframe to 0.
Now we have created our first keyframe.
We set the current keyframe to 20 in the animation section.
We don't have to worry about the 18 frames between these 2 keyframes because DBC will do this smoothly for us.
Then, we rotate the arm a little to the right and store the keyframe again. (current keyframe = 20)
Next, we have to close the animation sequence. When you click the play button, you'll see it'll jump from left to right and smoothly rotate back to the right. Just press the stop button to set the current frame to 0. Set the current keyframe to 40 and store the keyframe again.
Voila, your sequence is ready. You can export it by pressing the big export button on the bottom-right. Input a name (If the name already exists, the program will rename it automatically) and the sequence will be saved as a .dat file.
I you now click play, you'll see a nice man waving at you.
You can play with the speed button to adjust the object speed.
3: the loading
to load:
1: load the object
2: append animation
load object "MAN2.x",1
append object animation "MAN2.x","animation.dat",objnr,startframe
That's all.
Ofcourse, this program is still not complete. If you have any requests to make the operating easier, I'll gladly hear it from you.
Immunity and Annihalation makes Immunihalation...