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DarkBASIC Discussion / Limbed 3ds Insanity

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Juventus
22
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Joined: 22nd Apr 2003
Location: Australia
Posted: 8th Jun 2003 18:47
More seemingly inexplicable animation woes. When I load an animated 3ds (exported from MAX) half of the character decides to completely fuit. Normals swap back - after they have been carfully fixed and tested. One half of the object refuses to match up with the other half. The only plus is that it actually does animate. Unfortunately it looks like a demented golden spider thrashing about with randomly placed and frequently dissapearing limbs.
Anyone familiar with such problems? Battled them in the past? I'd love to know.
"Yah-hah, evil spider woman! I have captured you by
the short rabbits and can now deliver you violently to
your gynecologist for a thorough extermination."
freak
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Posted: 8th Jun 2003 18:51
I think you have to change the cull flag with the set object command

[href]www.bernardfrancois.com[/href]
Juventus
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Posted: 8th Jun 2003 19:05
Cull fixes the normal related problems, but the real problem is that my poor little polygonal man has been brutally dismembered.

"Yah-hah, evil spider woman! I have captured you by
the short rabbits and can now deliver you violently to
your gynecologist for a thorough extermination."
freak
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Posted: 8th Jun 2003 19:07
Hmm in fact I didn't really understand your question.
But you said this:

... When I load an animated 3ds...
when you load a 3ds into darkbasic you only load the model
to load animations you have to save your animation to a .x file
there's a convertor somewhere but I dont know, never used it

[href]www.bernardfrancois.com[/href]
Juventus
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Posted: 8th Jun 2003 19:19
So they say. With this very code I find myself viewing an animated model. It is most definitely a 3ds.

http://www.geocities.com/jux_of_my_newt/
freak
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Posted: 8th Jun 2003 19:59
so it works?
maybe it works better with .x, just try...
might be possible that they invented the .x format just to find a way around the bugs you are facing?

[href]www.bernardfrancois.com[/href]
Juventus
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Posted: 8th Jun 2003 21:00
No, I don't think so. I've just got the Panda plugin for max to directly export *.x files. Same problem. Though it's interesting that if I export without animation there is no loss of model integrity, however with animation things really go to pieces.

http://www.geocities.com/jux_of_my_newt/
freak
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Posted: 8th Jun 2003 21:49
can you show me a screenshot of what happens?

do you mean that the limbs arent positioned as they should be? does it also happen when you position your animated object at coordinates 0,0,0 ? if yes, then it has something to do about world and local axisses, in that case you might have to add the object's coordinates to the limb coordinates

[href]www.bernardfrancois.com[/href]
Juventus
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Posted: 8th Jun 2003 22:15
OK. You should be able to see two pics here:
http://www.geocities.com/jux_of_my_newt/Wreck.htm


Could you explain the limb coordinate thingy a bit more. Sounds on the right track.
I'm going to bed - it's nearly half past four. Good morning.

http://www.geocities.com/jux_of_my_newt/
freak
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Posted: 9th Jun 2003 03:08
it's nearly half past four. Good morning
lol I hope you don't have to wake up too early

I've seen the screenshots. I'm not completely sure if it is the coordinate problem but here's my explanation anyway:

So there are world coordinates and local coordinates, which means
world coordinates: the coordinate system in which every object has its place, for example when you use the position object or the position camera commands, the coordinates you enter are world coordinates, according to the world axisses which always have the same orientation etc.
When you have an object with limbs, you can use commands like offset limb and rotate limb. Those aren't determined by the world axisses, but by the local axisses of the parent object.

What I was thinking, is that it might be that the positions and angles in your 3ds file are saved in world coordinates, while DB uses global coordinates.
Maybe you could easily solve it by placing your animation in 3d studio max at coordinate 0,0,0 before saving it. Or maybe you have to decrease the offset coordinates of your limbs by the x,y and z position of your main object's position...
or maybe -more likey- its more difficult
or even thats not the problem...

I'd suggest you just try those things... if its not the solution then you also know that it's not the problem

[href]www.bernardfrancois.com[/href]
Juventus
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Posted: 9th Jun 2003 05:53
Well I'm awake again.
I've tried all manner of madness to bring things into line, but with no success. If I just load the model it's fine, everything's in the right place. When I ask it to animate; then things become slightly less serene. So the limb position, orientation is fine, until the object is asked to animate.
Thanks for your help. Any more ideas (by the way Rotate Limb has, in the meantime, allowed me to perfect my arrow trajectory code, so it wasn't a complete loss)?

http://www.geocities.com/jux_of_my_newt/
Hell IVIonkey
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Posted: 9th Jun 2003 06:56 Edited at: 9th Jun 2003 06:56
Perhaps this thread would help you:
http://www.darkbasicpro.com/apollo/view.php?t=8974&b=10

However, I don't understand it really myself, nor do I care to.

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