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DarkBASIC Discussion / Converting Milkshape models into Darkbasic

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HyperAXISZ
22
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Joined: 30th Mar 2003
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Posted: 6th Oct 2003 05:53
Hey all,
I tried browsing through the other posts, but I just couldn't find enough information to solve my problem. My problem is that I export my 3d models in Milkshape into the .x format used in Darkbasic. The 3d model loads alright in Darkbasic, but then when I try to animate it, it severely messes up. Most commonly playing the animation will just cause the object to dissapear(Or move somewhere offscreen, but still that shouldn't happen), or sometimes it says the frames don't even exist...I followed all the procedures for exporting it correctly in Milkshape, and I know that I loaded it correctly in Darkbasic, so what am I doing wrong?

Thanks in advance
JoelJ
21
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Location: UTAH
Posted: 6th Oct 2003 06:08
there are two .x files you export as, there's one near the bottom and one near the top, try the other one that you arnt using, and see if it works. i donno tho, i havnt tried to use animated objects yet

<{^_^<}
Mucky Muck Ninja
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Posted: 7th Oct 2003 02:40
DB doesn't support bone(joint) model animation so you have to animate it some other way.(still trying to figure out how...)

Am I an Idiot...or is everyone else just really smart?
PoHa!84
21
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Posted: 7th Oct 2003 03:27
They are other applications (though I don't really know their names) that would solve this problem. I am also currently making a program that would help out here.

Destroy you with my mind, I could!
JoelJ
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Posted: 7th Oct 2003 07:38
Quote: "DB doesn't support bone(joint) model animation so you have to animate it some other way.(still trying to figure out how...)
"


ah blast. that just...ARG!
maybe you could make a whole bunch of limbs, then use DB to rotate them and such. but that would...not be fun, and im sure there is a better way.

Hurry up w/dat program then!! j/k, take your time, more time, the better it is

<{^_^<}
John H
Retired Moderator
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Location: Burlington, VT
Posted: 7th Oct 2003 15:08
DBPro supports bones. DBC doesnt? Hmm wasnt aware of that. Make sure your using the Direct X (JT) exporter and when you export the Anim button is NOT depressed.

RPGamer

Current Project: Eternal Destiny
We need a texture artist!
If your interested email me - [email protected]
PoHa!84
21
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Posted: 8th Oct 2003 07:17
Ah! So someone else IS interested in my program...

Destroy you with my mind, I could!
Jess T
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Posted: 8th Oct 2003 07:41
See, PoHa!84, no need to trash it just yet...

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PoHa!84
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Posted: 8th Oct 2003 07:42
You could be right...

Destroy you with my mind, I could!
Lancewrath
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Posted: 8th Oct 2003 23:12
this animating stuff is so irritating makes me almost want to...dare i say it..use blitz3d

if god = infinity and infinity = 0 then god = 0
Jess T
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Posted: 9th Oct 2003 10:14
@Lancewrath:
i LOVE your Sig mate...

LMAO!

@PoHa!84:
See, there seems to be a demand on your product... People in diere need of a good bone animation program that is compatable with DBC...

Knowladge Belongs To The People...
PoHa!84
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Posted: 9th Oct 2003 17:46
Wait wait wait... did I miss something? If what Foonman said is true, then this program won't support bone animations... or did I just get confused? *sigh* I know I'm going to make myself look stupid even more so, but uh... what's the difference between bone animations and the animations that DBC does with models? *....sigh again...*

Destroy you with my mind, I could!
. Cool, he is. Play his games, I do.
Northern Fist
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Posted: 9th Oct 2003 22:46
@ Lancewrath

infinity == 0 ????
If you genuinely studied math and the concepts that infinity is derived from in calculus, etc. then you would not equate infinity to zero (it is so difficult to equate infinity to alot of things). Your sig is so messed up in a bad way.

"Power, precision, and don't forget about speed. If you practice everyday with these things in mind... you begin to develope A FIGHTING MODE." - Fist of Legend (Jet Li)
Jess T
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Posted: 10th Oct 2003 07:50
@Northern_Fist: But still, its funny...

@PoHa!84: Um, what you do, is animate the object in your program... using the Rotate Limb, Offset Limb commands etc... then use the Save Object Animation command to save it to file and then that'll play in DBC, because i *think* it saves it as .x animation thingy's not bone animation...

Hope I Helped...

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PoHa!84
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Posted: 10th Oct 2003 19:05
Well I knew that much, but you said:

Quote: "People in diere need of a good bone animation program that is compatable with DBC...
"


And Foonman b4 you said:

Quote: "DB doesn't support bone(joint) model animation so you have to animate it some other way.(still trying to figure out how...)
"


And I thought you were instigating that my program would somehow make DBC compatible with bone animations, and I wasn't sure. Therefore, I said:

Quote: "what's the difference between bone animations and the animations that DBC does with models? "


To try and clear some things up for me. Maybe all this is just a misunderstanding on my part. (probably so)...

Destroy you with my mind, I could!
. Cool, he is. Play his games, I do.
Jess T
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Posted: 10th Oct 2003 20:05
Hmm, what i meant, was:

People in diere need of a good animation program that uses bones and saves into a format which is compatable with/and can be loaded (without problem) into DBC...

Sorry for not being clear and confusing you some more (Well, more than you usually are anyway.. He he)

Hope I Helped...

Knowladge Belongs To The People...
demons breath
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Posted: 10th Oct 2003 20:46
Quote: "DB doesn't support bone(joint) model animation so you have to animate it some other way.(still trying to figure out how...)"
DBC uses limb animation or something.

I think.

I'm not sure... I'm not particularly good at programming OR model creating

Am I the only one here who's really confused?
In the shadow of the valley of death we need fear no evil

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