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3 Dimensional Chat / 3D Studio, Character Studio to DBP?

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Genesis Rage
21
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Joined: 5th Oct 2003
Location:
Posted: 26th Oct 2003 10:39
ive used 3D Studio extensively in the past, and used DarkBASIC classic a lot... now i have 3D Studio, Character Studio, and DarkBASIC Pro... i was wondering if anyone could help me out, or if it is possible to use character studio to make characters for DBP...

if this is not possible, how would i go about making characters for DBP... i know how to make a character, but animating that character, for use in DBP... im completely LOST... if anyone could help... thanks!

==Main Computer==
Athlon XP 3000+, 1024mb, Radeon 9800 Pro 128mb 8xAGP, XP Pro
Malkavian
22
Years of Service
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Joined: 17th Sep 2002
Location: Sweden
Posted: 26th Oct 2003 21:03
Character Studio Biped does not give access to position / rotation / scale components of the animation. These matrices need to be decomposed by the application to get interpolable components.

So in order to get a Character Studio Biped to work with DBP you'll need microsofts .x exporter ((XSkinExp.dle)dx90_sdk_extras_direct3d.exe) avalible at microsoft.com

I have not gotten this exporter to work with my 3ds max(5) but if you can get it to work there should be no problems using character studio and DBP.

Emotions..intressting..to many or to few?
Pandora will suffer without them and Daniel will die because of them.
Genesis Rage
21
Years of Service
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Joined: 5th Oct 2003
Location:
Posted: 26th Oct 2003 21:10
would it be possible to just use bone-based animations with character studio? because i think they can be exported with PandaSoft's .x exporter

==Main Computer==
Athlon XP 3000+, 1024mb, Radeon 9800 Pro 128mb 8xAGP, XP Pro
Malkavian
22
Years of Service
User Offline
Joined: 17th Sep 2002
Location: Sweden
Posted: 26th Oct 2003 21:21
Now i lost you as Character Studio is made up of Physique and Biped.
You could just use max bones and skin and export them with Panda .x exp yeah.
I think you can use bones and Physique and export with Panda if thats what your meaning?
You cant use Biped and export with Panda thats all i know, hope you got any wiser.

Emotions..intressting..to many or to few?
Pandora will suffer without them and Daniel will die because of them.
Genesis Rage
21
Years of Service
User Offline
Joined: 5th Oct 2003
Location:
Posted: 30th Oct 2003 09:34
i havent worked with Character Studio... i am wondering how or if it can be done... before i start messing around with it too much... so i dont waste my time on it.

and what would be better? using bones or physique? i need a format that will be easy to do smooth transitions from one animation to another...

in the past i just made a HUGE file with every posible pose and animation... but never got transisitons down... so basically i am saying im totally lost on this character animation thing

==Main Computer==
Athlon XP 3000+, 1024mb, Radeon 9800 Pro 128mb 8xAGP, XP Pro
Shadow Robert
22
Years of Service
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 30th Oct 2003 12:41
Easiest method for skeleton/mesh animation with in Max i'd say is actually to follow the tutorial on bones, rigging and animating.
As this translates well between both DB (heirachy mesh envelopes) and DBP (mesh deformable envelopes)

and now that I hear that Skeletal Animation is working in DBP, you could export the standard skeletons without any of the standard modifiers using the Microsoft DirectX Exporter using Template mode.
should store your bones as additional mesh which are used as guides to animate your mesh based on weights.

the help tutorial is the best place to start though.


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