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DarkBASIC Professional Discussion / I can't get the limb positions to work at all

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Barry Pythagoras
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Posted: 23rd Apr 2014 00:52 Edited at: 23rd Apr 2014 00:53
This wheel was going to rotate to the pointer by using the nearest limb position to the pointer...




But all of the limb positions are 0 as you can see. So I made sure that all of the limbs had locations in a modelling package, and they do. So I think that limb positions are broken in DBPro.

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Brendy boy
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Posted: 23rd Apr 2014 02:05
they aren't. Your modelling package resets them to 0 and repositions limb vertices so it looks like limbs have offsets.
Change modelling package

Barry Pythagoras
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Posted: 23rd Apr 2014 02:07
I tried 3 modelling packages including 3DSMax, and none work.

I have solved my problem though with a command that I did not know about...

make object from limb

So I made the limbs into objects in a loop. Now the objects have coordinates.
Barry Pythagoras
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Posted: 23rd Apr 2014 14:44 Edited at: 23rd Apr 2014 14:48
Actually, to make all of the limbs into objects makes it hard to rotate them all in one go.



I need to fix the limbs. The Pivot points are all in the right place. This is Max showing that the pivot points are in the right place. Did the AppGameKit download alter DBPro? Because Max used to work with DBPro, and now it doesn't. I convert to X, and all of the pivots fail. I use Polytrans 3D to convert 3DS to X, and Polytrans is usually very good.

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LBFN
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Posted: 23rd Apr 2014 16:23 Edited at: 23rd Apr 2014 16:23
Hi Barry Pythagoras,

I export in .x format from Milkshape to DBP and it works fine for me. I wrote some simple code to cycle through the limbs and they all show the correct positions. I display the wireframe of the main object and put a green sphere where the limb is actually located on the object. Pic attached.



So many games to code.....so little time.

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Barry Pythagoras
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Posted: 23rd Apr 2014 16:41
Ok I'll try Milkshape, thanks!
Barry Pythagoras
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Posted: 23rd Apr 2014 17:10 Edited at: 23rd Apr 2014 17:12
With Milkshape I just get a message in DBPro.. Limb Does Not Exist. I reduced the count, but it still says the same thing.

I used Milkshape JT Exporter.

In Milkshape there is a group of 42 items. So why 1 to 40 doesn't work in DBPro?
Barry Pythagoras
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Posted: 23rd Apr 2014 17:49
So I loaded the export from Milkshape into Polytrans 3D to have a look at it, and it is a single mesh. I tried lots of ways to export from Milkshape, and I always get a single mesh.
Barry Pythagoras
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Posted: 23rd Apr 2014 18:46
I've tried Blender now as well. It still doesn't work.
Barry Pythagoras
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Posted: 23rd Apr 2014 22:21 Edited at: 23rd Apr 2014 22:22
This is the actual X Model that I am loading into DBPro. As you can see it has pivots in the middle of limbs. The Limbs should not be X0 Y0.

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LBFN
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Posted: 23rd Apr 2014 23:09 Edited at: 23rd Apr 2014 23:13
Regarding using Milkshape, typically it does not import limbs well, if at all, even when using the .x mesh tools. I normally re-rig the object and then export it. The JT exporter is the right one to use. The attached pic shows the parameters I use when exporting using JT.



EDIT: Just a thought. Could you maybe put the texture on a plane and spin it and use the angle of rotation to determine where the pointer is currently aiming?

So many games to code.....so little time.

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Barry Pythagoras
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Posted: 23rd Apr 2014 23:28 Edited at: 24th Apr 2014 01:16
Oh well, I don't know how to re rig it in Milkshape.

The angle of rotation could slide out after a few hours. I wanted to make sure that it didn't. If I rotate the object 360/40 is that 100% accurate?

What version of DBPro are you using? I fixed limbs last year with 3DS Max. Why has it stopped working now? It has a Panda X exporter. I'm sure it worked before.

I just tried rotating it by 9 and it doesn't seem to slide out, so that will work I think.

Thanks for helping!
LBFN
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Posted: 24th Apr 2014 01:33
Quote: "Oh well, I don't know how to re rig it in Milkshape."


If you decide to pursue this route, I would be glad to rig it in MS3D for you, as long as you have the groups setup the way you want.

Quote: "The angle of rotation could slide out after a few hours. I wanted to make sure that it didn't. If I rotate the object 360/40 is that 100% accurate?"


I'm not exactly sure what you are getting at here with regard to sliding out. Since object rotation uses floats, accuracy should not be an issue. You should be able to determine where it is pointing based upon the angle of the object. I could probably whip up an example if needed. I think this would be a more efficient way to do it.

I'm using DBP v7.61.

Glad to help.

So many games to code.....so little time.
Barry Pythagoras
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Posted: 24th Apr 2014 01:45
I have 40 labels so rotation by 360/40 = 9

It seems to be OK.

Thanks!

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