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DarkBASIC Discussion / Is it possible to get skeletal animation in DBC?

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BearCDPOLD
21
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Joined: 16th Oct 2003
Location: AZ,USA
Posted: 10th Jul 2004 06:33
In my quest to discover all the annoying intricacies of DBC I heard mentioned that you can't use skeletal animation in DBC. Is this true? If so, is there a way I could export my models made in gameSpace using skeletons in such a way that they save not the bone data but the data of the vertices transforming in coordination with the skeleton even if the skeleton is not exoprted or read?

Crazy Donut Productions, Current Project: KillZone
Web Site Button Does Not Work, Visit Here: http://www.geocities.com/crazydonutproductions/index.html
Major Payn
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Joined: 16th Dec 2003
Location: United States of America
Posted: 10th Jul 2004 06:34
I believe that you can using milkshapes direct x jt exporter.

P4 3.2Ghz/Alienware area 51/radeon 9800 pro 256mb/sound blaster audigy 2/5.1 surround sound speakers.
TIGER
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Joined: 31st Aug 2002
Location: Argentina
Posted: 11th Jul 2004 05:26
Weel its not skeletal animation exactly.
You must animate each body part (limb) as a separate objects
then you fave to set a pivot (object senter) position
then connect all object between defining model hierarchy.

And now you can animate the object by rotating limbs.

The model must no cntain "dummy" objects.
Only meshes and keyframes. (rotation ,posiiton and scaling only)
BearCDPOLD
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Location: AZ,USA
Posted: 12th Jul 2004 14:36
I was afraid of that. I haven't been able to research it thoroughly since I was gone for the whole weekend. I want to make absolutely sure, though, that it's impossible to animate skeletons, skin them, and export the skin transformation data, either through a special export or by creating in, moving through, a couple different programs.
Any more wisdom?

BTW, thanks for the info on DBC animations TIGER.

Crazy Donut Productions, Current Project: KillZone
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Major Payn
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Location: United States of America
Posted: 13th Jul 2004 02:30
Well milkshape can do that I think, using the direct x jt games exporter, I believe it strips the bones out of your model and saves the vertex data, or atleast thats how I would do it, but then again Im no expert.

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BearCDPOLD
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Location: AZ,USA
Posted: 13th Jul 2004 09:28
Awesome, I just need to skin a skeleton and test it out.
Ooh, and there is something in gamespace I see called TSX Bones to Vertex. I'll post more as I learn it.

Crazy Donut Productions, Current Project: KillZone
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AsriCE
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Joined: 10th Jan 2003
Location: Brunei
Posted: 13th Jul 2004 12:09
In DBC, you can't simply play a boned-mesh animation model, because the DBS's knowledge in the subject was still limited back then when DBC was made. And also due to the fact that DBC is based on DirectX 7. But slowly, DBS made it possible for us to access the mesh data; i.e via the "Memblocks" and "Change Mesh" commands. So there are some alternate ways to improvise skeletal animation.

Since the "Memblocks" way would be more complicated, I'll just briefly list the steps on how about to perform the "change mesh" method:
1) Finish your model, bone them & animate them.
2) Export every frame as(.3ds or .X) with a number sequence in the end of every file. E.G "3D1.3ds, 3D2.3ds .. 3D20.3ds". So if you 20 frames, you would have 20 files.
3) In your DBC code, load up all objects and use the "Change-Mesh" command to update the mesh accordingly.



I made that on top of my head, so I don't know if the code works. But the theory is there. Just incase you're interested, I've made a game that contains the above theory. The code might look complicated because there are more than 2000 lines, as I made it for the retro game competition years back. The game features memblock compression, multiple model vertex animations, voice acted cutscenes, main menu and many more! So I guess it's worth the download. The code might not work because I did not include one file in it to make it work. Link is http://files.thegamecreators.com/showcase/retro/59_Ninja_Kura_by_Asri_Computer_Entertainment.zip

Questions are welcome. Hope that helps.

AsriCE Crew,
- Adi

There's only one hope.
BearCDPOLD
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Joined: 16th Oct 2003
Location: AZ,USA
Posted: 14th Jul 2004 10:33
AsriCE,
That game was awesome, the animations on it look incredible. I would most definitely use your algorithm, but I found a way to change bone data to raw vertex data. GameSpace comes with a plugin called TSX Bones to Vertex. This plugin automatically changes bones to vertex when exporting to a format that doesn't support bones, but you can manually activate it for formats like .x and .3ds.

Crazy Donut Productions, Current Project: KillZone
Web Site Button Does Not Work, Visit Here: http://www.geocities.com/crazydonutproductions/index.html

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