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DarkBASIC Discussion / DBC Custom X Objects - Help!

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aliasNIGMA
21
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Joined: 8th May 2004
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Posted: 8th May 2004 10:19
Hi, Ive made a few models for use with DBC.

Im using Milkshape3D and Exporting to I think Directx 8 X file format.
Also I have Directx SDK 9.1 and using its utilities I am resaving my Exported X Objects with Mview.exe (v9.1) as an alternate file.

The Problem is while I can load any object and all its limbs and skins etc and display them (under both file versions), the moment I try to set an animation frame or 'play' the object, the object vanishes!

Both File versions behave the same way (v8 and v9.1).

In the DX9.1 SDK Model View Utility my x objects load and play animation fine (both versions). The objects are saved in TXT, Skin-Bones Format.

The supplied code causes the object to breifly appear and then dissapear leaving a completely blue screen:

Also the only frame I can get is the root frame, no anim frames.

Any Ideas?
BearCDPOLD
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Location: AZ,USA
Posted: 9th May 2004 05:28
If when you animated the model you moved it around so that you could see it better the animation will save that the model moved around and it might get out of the camera's view. Seems pretty dumb, but it happened to me, so I'm sharing wisdom. If the real trouble is file formats you could try resaving with 3d Exploration.

http://www.dsmith.gmaxsupport.com/downloaditems/3dexplor1_5.exe

That should link to the file. Otherwise copy-paste into a browser.

Crazy Donut Productions, Current Project: KillZone
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tlalte uctli
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Posted: 10th May 2004 07:08 Edited at: 10th May 2004 07:14
I'm fairly new to all of this, but I do know that there is only one certain way to export to DB from Milkshape, and that is by going to the "Export: DirectX(JT)" (it is near the bottom of the export list), using the "x" file format (obviously), and...

for ~DBC~,
1. UNCLICKING "Right Handed"
2. Setting the Position Scaling to "1"
3. Activating the "Exclude Options" tab (click it)
4. Set the animation time factor to 1
5. Use "Direct X Retained Mode"... and use "Binary" I can find no difference between this and the other modes, other than file size.

For ~DBP~
1. Do all the above things for DBC, only select "DirectX Skin and Bones" from the bottom menu, also using binary and make sure you also select "S&B Templates".

Hope that helps!
aliasNIGMA
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Posted: 10th May 2004 11:32
First I tried 3d Exploration, and stuff I export out of Milkshape 3d and export out of dx9.1 sdk it says direct x version not supported.


Secondly -- tlalte uctli -- i tried what you said and the result was extremely huge models that looked like T1000 with its head blown off.

What i mean is there was animation, but it looked like all the limbs were improperly linked when rotated or something... result was animated jumbles of body parts.

*Tearing at the joints* i believe the term is.

Heres a list of my export settings:

(Check Boxes)
Exclude Geometry - Unchecked
Add Root Frame - Checked
Mesh Only - Unchecked
Right Handed - Unchecked
Close Holes - Unchecked

Rotation Offsets xyz all 0's
Rotation offsets xyz all 0's
Position Scaling 1
Root Frame Name RootFrame

Exclude Animation - unchecked
Exclude Option - checked
Matrix Keys - unchecked
add interpolation - unchecked

loop animation - unchecked
spline positions - unchecked
spline rotations - unchecked

animation time factor 1
aniamtion range 1 - 4
animation set name animationset0

Directx retained mode
binary - checked
templates - unchecked
s&b templates - checked


See anything wrong?
tlalte uctli
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Posted: 11th May 2004 02:59
Hrm... no...I don't see anything wrong. I have used Milkshape animated files like this in the Media Viewer, and they worked, but perhaps there is a bug that doesn't allow the actual program to use them right. Let me look into it and I will get back to you.

:: it is over! all your base are belong to us! ::
3beth
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Location: Good ole Kentucky
Posted: 11th May 2004 08:56
I quit using .x files because you can't modify them later properly. Try 3ds it works fine in Dark Basic I have had no problems with it when .x flops and I see very little load time difference.

Beth

Beth=The ditsy blonde. I like men and programming, but mainly programmed men!
aliasNIGMA
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Posted: 11th May 2004 10:39
I was under the distinct impression 3DS Format didnt support animation.

So I guess it begs the question, Can 3DS files store animation information?
zircher
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Location: Oklahoma
Posted: 11th May 2004 18:23
I use .X but I don't work in X. That's just the destination format. Much in the same way that DBO is a destination format and not the one you work in. Just like many people use source code with the binary file being the end product.
--
TAZ

tlalte uctli
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Posted: 12th May 2004 23:46 Edited at: 12th May 2004 23:49
TA DA! I think I have found the problem, aliasNIGMA ! After a couple of days of frustration (I started having the same problem you were myself) I remembered something I read in the Milkshape literature somewhere on it's home site: NEVER SAVE (OR EXPORT) AN ANIMATION WHILE IN ANIMATION MODE! Make sure you "unclick" the animation tab before you save every time (I'm not sure if this is nessescary for a normal save, but it doesn't hurt error on the safe side, eh?) AND before you export.

I hope this solves your problems like it did mine. Cheers, old chap!

:: it is over! all your base are belong to us! ::
aliasNIGMA
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Posted: 13th May 2004 00:27 Edited at: 13th May 2004 01:11
Nope that didnt do it, you see when you export during animation mode it only exports that key frame. (At least for me)

Now with your settings, what happens is there seems to be some sort of tearing at the joints.

Ill get frames, but the models body parts are all rotated apart. This doesnt happen when the Directx SDK loads the file however, just DBC.

But thanks for the help.

Edit:
Im nolonger having "Frame Does Not Exist" errors, but like i said earlier... the limb rotations appear in DBC all messed up. The Base frame is ok but all the animation frames are screwed.
tlalte uctli
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Posted: 13th May 2004 00:47 Edited at: 13th May 2004 00:51
Grr. Disregard my last post. I've discovered MORE Milkshape literature, this one from http://d.koren.home.comcast.net/ - and it says many things about exporting to .X from Milkshape... but the key I found is this sentence:
"Joints on the model in DB will break apart, as if it were separate cylinders with only the very top and bottom closed. They [I assume this is supposed to be "the"] middle part will show as a hollow tube in DB."
I assume that this means that vertex-based animations (i.e. those that use different vertexes of one object or "group") are not going to be an option for us with Milkshape. I used Milkshape to make a simple robotic animation, and it worked well for that, but as soon as I tried to make vertex animations of a living and complex creature, I got the T-1000 look you did. The torso of my animal (the only part that was truly vertex animated) broke apart into the the three joints that I had created and twisted to odd angles.
Looks like we'll have to buy the animator they sell at the DB site. sigh.

:: it is over! all your base are belong to us! ::
aliasNIGMA
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Posted: 13th May 2004 01:14
Well that solves things a bit.

Lol thanks alot!
tlalte uctli
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Posted: 13th May 2004 21:12
No problem. Glad I could sorta-help.

I guess the problem is with DBC, not Milkshape. DBProfessional supports bone-based animation from what I can tell. Hopefully our models will work with DBPro.

:: it is over! all your base are belong to us! ::

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