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DarkBASIC Discussion / exporting keyframes???

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jayceeDB
21
Years of Service
User Offline
Joined: 3rd Jul 2003
Location:
Posted: 3rd Jul 2003 23:54
Hi All,

I'm new to DarkBasic. Actually, I've had it a while, but am just getting into it.

Here's my question...

I also have DarkMatter, and have imported some of the 3DS characters (in 3d studio max) to look at them. I noticed that also the animations are imported. For example, a character jumping in 30 frames of animation.

How are these characters made?

I'm trying to create my own characters by morphing meshes in 3d studio max, and exporting them for DarkBasic. But when I import them back to 3d studio max to test... only the model is imported (no motion).

I can export a simple sphere with position, rotation and scale changes, but the 3ds models that come with DarkMatter do much more (jumping, attacking, etc).

Does anybody know how to export a 3ds model to include the morpher? Or at least know how the DarkMatter 3ds models were made in order to save with all the animations in one 3ds file?

Any help will be appreciated.
Thanks,
john...
Kentaree
22
Years of Service
User Offline
Joined: 5th Oct 2002
Location: Clonmel, Ireland
Posted: 4th Jul 2003 01:20
There's a few different ways. I have no knowledge of 3DS Max, so I cant help you with that. However, with Milkshape 3D it is possible to export animations in the .x format that are compatible with Darkbasic using the Direct X(JT) exporter. Also, it is possible to animate the characters within Darkbasic itself, rotating the limbs and saving the keyframes for later use. I have made a program that will let you do this and the code will help you understand animating in DB better: http://www.darkbasicpro.com/apollo/view.php?t=6296&b=6

I hope this helps!

Cheers,
Kentaree

Whatever I did I didn't do it!

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