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DarkBASIC Discussion / SvenB's animator.

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Sven B
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Posted: 26th Aug 2005 23:03
I am a big fan of anim8or. But, as most anim8or users know, it doesn't export animation. So I REALLY wanted to do something about this and worked out a nice little editor for you guys:

a screenie:



And believe me: the program works!

If you have any troubles with loading the animation files, just ask and I will post an example.

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Sven B
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Posted: 26th Aug 2005 23:04
Oh and it's open source! (No exe)

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Zotoaster
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Posted: 26th Aug 2005 23:15 Edited at: 26th Aug 2005 23:15
wow! you are a genius! Well atleast you now know one person who's going to use it i cant be bothered paying for stuff

edit: its kinda slow though


NanoBrain
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Posted: 26th Aug 2005 23:38
Sven B,

I have recently switched to Anim8or for 3D modeling, due to bugs between Blender and DarkBasic Classic. Therefore, I am sure your program will come in much handiness. It is much appreciated!


+NanoBrain+
kRx
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Posted: 26th Aug 2005 23:55
for ur programme can u take a 3ds or .x and animate it using ur programme? i downloaded it but i havent made any models for limb animation yet

kR
Hop a long
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Posted: 27th Aug 2005 01:45
Thank you Sven B

This looks great! I've got to give it a try.
Sven B
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Posted: 27th Aug 2005 09:27
I know it's kinda slow, but I figured out that if you use the source in DBC, it'll be much faster. And since I didn't want to make money with it, I have put the source code with it

Anyway, I'll try to clean up my code to make it run faster.

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Sven B
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Posted: 27th Aug 2005 11:14
A small update:

A few bugs fixed. I removed the free rotate buttons and added mouse rotating. click in the object window and drag the mouse to rotate.

I just can't find anything to make my program faster.. any tips? (I looked through the sticky thread "how do I speed up my program?")

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Zotoaster
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Posted: 27th Aug 2005 23:33
hmm, well ive noticed your been using all these text effects and stuff.. that could make it slow down.. but thats all i can think of :S
very cool program anyway.. I never knew "save nobject animation" command existed, I thought I'd never animate my objects, but now I can


TDK
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Posted: 28th Aug 2005 00:00
It might be me not knowing what I'm doing, but I loaded the animated Samurai "Walk.X" file from the DB Media folder and when you hit the Start button it doesn't do anything.

Is it supposed to animate, or does your animator currently ignore any existing animation data in a .X file?

TDK_Man

Turoid
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Posted: 28th Aug 2005 00:08
Hmm I don't really understand how to work with it, can you post an example please?


changed my old name "jopie dopie" to my real name
Zotoaster
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Posted: 28th Aug 2005 00:18
I didn't really like the part where you load an object, it was very slow, I think it would be cool if you used your little window thing


Sven B
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Posted: 28th Aug 2005 17:43
Good idea Zoto... Ty

TDK,

Yes, I placed the command "clear all object keyframes 1" at the start of the program. I don't really know why I did this. I'll remove it with the next update.

Joep,

I will post a tutorial in using my programme one of the next posts. I first need to add some media screenshots to make it easier.

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Sven B
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Posted: 28th Aug 2005 18:42
Before I post my tutorial, I want to post an update. The previous version had some bugs wich made it not easy to edit a keyframe.

My next post will be the tutorial.

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Turoid
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Posted: 28th Aug 2005 18:44
Thanks !


changed my old name "jopie dopie" to my real name
Sven B
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Posted: 28th Aug 2005 19:10
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


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.

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Zotoaster
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Posted: 28th Aug 2005 19:15
hmm, well ive never used anim8or, but I have a feeling that it has skeletons (correct me if Im wrong), but if so couldn't you make a few presets like walking, runing etc.. you know, so people dont have to animate it themselves


Sven B
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Posted: 28th Aug 2005 19:25
I think I'll have to add a button to link limbs. Anim8or doesn't export child and parent limbs either. But how will I be able to export these 'links'...

But it'll be easy to create presets. Just create 1 walking animation and you can append it to any object with the same limb numbers. Maybe you can create one?

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Zotoaster
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Posted: 28th Aug 2005 19:29
heheh, I'd be glad, but first I need to download anim8or *goes to google.com*


Sven B
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Posted: 28th Aug 2005 19:55
Maybe try [href]www.anim8or.com[/href]?

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Xenocythe
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Posted: 28th Aug 2005 23:45
Any way to import an already animated file of .an8 then export it with the animation? Cause I don't wanna animate it all over again...
Non Official Company Owner
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Posted: 29th Aug 2005 00:31
cool website sven b how did you make it?

??????????????????????????????????????????????????????????
blanky
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Posted: 29th Aug 2005 15:27
Um... At what point did Sven B make www.anim8or.com?!

@Sven B: Neat animator, probably one of the first made in DBC(!)

[Insert extremely witty comment here] :: Add me to MSN if you like, but don't expect any big favours [unless you like VB6]. ... IDK!!
Sven B
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Posted: 29th Aug 2005 15:54
Website? I don't have any website on the web...
Anyway...

@Xenoscythe:
This will not be possible. Darkbasic only loads 3ds, X and Character shop models. ".an8" isn't one of them I'm afraid.

I'm planning to make a new interface that hopefully will work much faster... (exe runs at 30 FPS on my pc)

I'll be in touch.

cheers!

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Non Official Company Owner
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Posted: 29th Aug 2005 23:04
yeah you did www.anim8tor.com

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Zotoaster
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Posted: 29th Aug 2005 23:58
thats not his site, thats where you download the program "anim8or", which is a program that makes models, but it doesn't animate them, so svenB decided to make something to animate them


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Posted: 30th Aug 2005 00:24
oh ok

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Satchmo
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Posted: 30th Aug 2005 01:56
please can someone make an exe for me?

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dab
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Posted: 30th Aug 2005 07:58 Edited at: 30th Aug 2005 08:07
What do I do with the .dat file? I made a simple animation, exported, and all it produced was a .dat file.

edit: whoops, I guess I should read before I post. Sorry about that. Now, I think it is great the way it is. Oh when deciding how much you want to rotate a limb, make it to where you can't rotate it further than 360 degrees, ortherwise it will give an error. I remembered that while playing around with your program. I think you should have a continue animation thing, you choose your model, and the .dat file. and you should include walking animations and such. Anyway, I really like it as is! (just the few extras would make it better)

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Sven B
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Posted: 30th Aug 2005 13:37
vgames master,

The .dat files can be used for every model that has the same limb numbers. Wich can be very handy for big games like GTA games.
However, I'm not very good at animating, so maybe one of you guys could do that?

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Sven B
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Posted: 30th Aug 2005 14:02 Edited at: 30th Aug 2005 14:03
I am working on the new interface right now. And it has an amazing frame rate between 335-550 FPS when running in DBC! (Previous = 94 FPS)

I'm using 'hidden menu's' to speed it up. I can't wait until it's finished!

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Sven B
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Posted: 30th Aug 2005 15:20
Here's a totally new version of my animator programme:

++ Much faster!!! (exe FPS doubled -> 60 FPS)
- Graphical...

Controls:

rotation section:
- leftclick = increase/decrease by 1
- rightclick = increase/decrease by 0.1

offset section
- leftclick = increase/decrease by 1
- rightclick = increase/decrease by 0.1
- leftclick + rightclick = increase/decrease by 0.01

The buttons should all do the same as in the previous version. And for the people that didn't notice yet: the menu's are on the left.

The zipfile contains the source code, media and standalong executable. (I believe someone asked for it)

Please post any bugs I oversaw!

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TDK
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Posted: 30th Aug 2005 17:36 Edited at: 30th Aug 2005 17:37
Does Anim8or let you create animations but not save them then?

I've never used it, so it sounds a bit stupid if you can't save anything you create. Or is the problem that you can't save a .X file with animation?

The reason I ask is that if you can save your animations in Anim8or, then it might be possible to examine the resulting files and extract the animation data with your own loading routine for use in your animator.

TDK_Man

Robot
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Posted: 30th Aug 2005 17:48
It can save the animations but only in it's own file format (.an8). The animations are not kept when you export to .3ds.

@ Sven B
Good job on the animator. one thing is though that once I export the animation, using this code the model stays still. Is there something I am doing wrong?


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TDK
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Posted: 30th Aug 2005 18:16
Quote: " It can save the animations but only in it's own file format (.an8)."


OK good. If someone can let me have a .an8 file, I'll take a look at it and see if the animation data can be extracted.

If it can be done, I'm sure Sven's Animator would benefit from being able to load .an8 files, alter the animation and save in a DB compatible format.

TDK_Man

dab
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Posted: 30th Aug 2005 18:44
But doesn't anim8or use boned animation? So wouldn't DBC not be able to use it even if you COULD export to a .x?

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Robot
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Posted: 30th Aug 2005 18:47
Here is the file format document.

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Kohaku
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Posted: 30th Aug 2005 21:27
I tried this yesterday, even though I don't use the older DB anymore, and I have to say, HOT. It's very impressive and nicely done. Yay you.


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Sven B
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Posted: 31st Aug 2005 12:30
Robot,

I don't know what is wrong with your code.

I added a file with an example made with my editor.
The only thing I can come up with is that it has to be an .X file to work.

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Sven B
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Posted: 31st Aug 2005 12:39
TDK,
I will try to create a program to import the animation from an8...

Here is a new update:

There was a problem with the input prompt for exporting animation data. Fixed now.

Thanks everyone for the nice complements.

cheers!

Sven.

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TDK
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Posted: 31st Aug 2005 18:26
If vgames master is correct, then you probably can't. As I said, I don't use Anim8tor, I use Truespace - I was just trying to help!

TDK_Man

Xenocythe
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Posted: 31st Aug 2005 19:54 Edited at: 31st Aug 2005 19:54
If you animate your character in anim8tor, export into 3ds, and into your program, will you be able to see the animation that is animated in anma8tor? ( Too many words with animate )
Robot
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Posted: 31st Aug 2005 19:56
no
(Less words...)
Anim8or doesn't export animation with the 3ds file.

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dab
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Posted: 31st Aug 2005 20:52
Hey, its alright TDK, I just didn't want anyone wasting their time on something that I think won't work and some one tries to get it to work but it never happens. I tried to use Anim8tor, I had to use all little bone, and joints. It got me mad because I didn't know what to do at first. Now I know, and now I also know that DBC doesn't support bone animation.

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Sven B
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Posted: 31st Aug 2005 21:03
Ok then, I'll give up that idea...

Animating an8 files is hard. Since it also doesn't support child and parent limbs...

Cheers,

SvenB

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dab
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Posted: 1st Sep 2005 17:38
Speaking of child parent lims, what program does that? I"m trying to make a model for your animator but I can't get the other sections of the tail to move with the one up front.

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Sven B
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Posted: 1st Sep 2005 17:57
Don't ask me, I have still trouble with it too...

Too bad there isn't an 'unlink limb' command...

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dab
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Posted: 3rd Sep 2005 04:14
Wait? is there a link limb command? I'm not at my computer right now so I can't check. If so, then I need to use that. How would I do it if I could do it?

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Sven B
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Posted: 3rd Sep 2005 13:05
It only works with newly added limbs. It makes the new limb depend on the parent limbs rotation and offset.

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