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DarkBASIC Discussion / Im trying to make an animation program, but cant.

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Lzdude69
21
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Joined: 21st May 2004
Location: Indiana
Posted: 27th May 2004 23:44
Hi, I've been trying to amke an animation program for a while now, but can't het it to work properly. I was wondering of anyone knew a function or something that could save keyframes. In this program I plan to make it something like gamespace or truespace, but without the modeling part. Well I have'nt seen anything like this so I thought I would try to make one.

When I die, I want to be burried upside down, so thy critics, can kiss my a$$...
sarin
21
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Joined: 20th Mar 2004
Location: nowhere
Posted: 28th May 2004 11:02
im not to sure about this, but cant darkbasic save the anim for you? I think the command is SAVE ANIM TO FILE or something. check the help to see if that saves keyframes.
sarin
ps tell me about some errors plz. ive been meaning to make an animator for a while now to assist in my game. If you can email me solutions or ideas that you wouldn't mind sharing then send them to my email at [email protected]

Sarin
TEH_CODERER
21
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Joined: 12th Nov 2003
Location: Right behind you!
Posted: 28th May 2004 12:04
There is a command like that but for some reason it keeps messing up.
I reckon the best way to do it is to store rotation and offsets to an array. Then use the SAVE ARRAY command.
Then include a load function.
If you need more help then just ask because this was how I did it for my animation program.

Current Projects: Dark_Worlds_Map_Editor version0.1 [email protected]
Lzdude69
21
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Joined: 21st May 2004
Location: Indiana
Posted: 28th May 2004 20:54
thanx guys.

When I die, I want to be burried upside down, so thy critics, can kiss my a$$...
Indecom 4000
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Joined: 13th Apr 2004
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Posted: 1st Jun 2004 23:20
Hey, I have an Idea. You should have it to where you position the limb or object and when you press a specific button or something it will store that data (i.e. the positions and rotations) at that specific time.(you will need some sort of counter that will tell the limb/object to ratate to this once the timer reaches that point.) and in order to get the keframes working you should set it to rotate using a curvevalue. The curvevalue will fill in all of the inbetween information and move the object dependant upon the speed that you put in. Here is the curvevalue code:
Curvevalue(Destination variable, original variable, speed)
If you don't get what I'm saying, sorry, but I tried.

Love to love me baby!
Lzdude69
21
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Joined: 21st May 2004
Location: Indiana
Posted: 2nd Jun 2004 01:45
thats how I made mine, but I cant get it to play the animation.

When I die, I want to be burried upside down, so thy critics, can kiss my a$$...

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