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DarkBASIC Discussion / a questions =-)

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slicer 4 ever
18
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Joined: 11th Jul 2006
Location: currently: planet gamma3295
Posted: 7th Aug 2006 10:53
now then i'm not sure to which place to post this so sorry if i'm placing this in the wrong secion anywho question:

ok i have gamespace 1.5(with sp1.1 patch) now then i try to add animations to the object i can if it's the whole object but if i try and do an animation to a seperate secton(leg or hand for example)
of the object it won't appear in darkbasic(it well in gamespace not darkbasic)when i go to animate the object in darkbasic it doesn't do anything

this file is the darkbasic file i'm using

my smiles love me =-)=-)=-)(-=(-=(-=

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slicer 4 ever
18
Years of Service
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Joined: 11th Jul 2006
Location: currently: planet gamma3295
Posted: 7th Aug 2006 10:55
this file is the model i m using and yes i know it ain't nothing spectacular

my smiles love me =-)=-)=-)(-=(-=(-=

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Latch
18
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Joined: 23rd Jul 2006
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Posted: 8th Aug 2006 04:45
Hello Slicer,

My explanations are always kinda long, so bear with me.

The direct x file animation keys don't really contain any information that would transform your mesh.

I'll explain:



This is the code at the end of four direct x file - it's the animation information. This piece here

AnimationKey {
{Cylinder_2Mesh-0}
2;
3;
0; 3; -6.620251, 3.106117, -3.861422;;,
10; 3; -6.620251, 3.106117, -3.861000;;,
20; 3; -6.620000, 3.106117, -3.861000;;;


can be decoded as:

2; - this is the keytype for position (moving a mesh)and it's going to applied to Cylinder_2Mesh-0
3; - number of key frames

Now this is the interesting part. The next three rows of values are the actual keyframes : 0 10 and 20. The 0; 3; means at keyframe 0, there are 3 values (x, y, z). You'll notice that the x, y, and z for all three keys are about the same except for X and Z which look like they barely move at all (decimal value). This may not matter because the scale could influence this.

Now you mentioned you add arms and legs and whatever before you export your file. If you use Notepad, you can search through your walk.x file and you'll notice that there is only one frame definition - and that's for Cylinder_2Mesh-0. There would have to be a separate frame for each of the limbs you added. Each frame would contain the information for it's respective mesh. Then, in the animation keys, you would see separate animations for each frame.

All in all, this file contains only one mesh and the animation keys that reference it's frame, don't really do anything.

One last thing, I was trying to correct the file and noticed it recentered itself when I tested the animation key. Your mesh by default is not centered - this can be fine if that's what you wanted, but when you try and position it in DBC, you will always have to compensate for an offset.

I don't know enough about gamespace, but however this was exported, it is not correct with your intentions.

Enjoy your day.
slicer 4 ever
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Joined: 11th Jul 2006
Location: currently: planet gamma3295
Posted: 8th Aug 2006 06:28
k so if i understand you correctly it doesn't export x y and z locations of an pixel although if you think about it and it did that the file would be much bigger but either way i think i know what your saying thanks

my smiles love me =-)=-)=-)(-=(-=(-=
Latch
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Joined: 23rd Jul 2006
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Posted: 8th Aug 2006 06:38
Sorry,

I know I write a lot...

To make it simple, your direct x file doesn't contain the right animation data. It looks like gamespace put your torso and arms and legs together as one big mesh and therefore neither the arms or the legs are animated.

Enjoy your day.
BearCDPOLD
21
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Joined: 16th Oct 2003
Location: AZ,USA
Posted: 9th Aug 2006 10:16
Be sure that "Save Object as a Single Mesh" isn't checked in the export options. If you mess around with them enough you can get limb animation working ok with GameSpace.


I'm going to eat you!

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