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DarkBASIC Discussion / Milkshape Animation.....

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Zach
22
Years of Service
User Offline
Joined: 23rd Feb 2003
Location: Ms, USA
Posted: 24th Feb 2003 00:16
Man, Programming is Great an all but Darn that animation.
I've made some pretty decent models in milkshape and skeletons as well but I cant figure out how to animate...
..help..?
Tupelo, Ms
indi
22
Years of Service
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 24th Feb 2003 03:00
depends on what your trying to us in regards t dbc and dbp

if its classic then consider the jt exporter on the milkshape site.

Shadow Robert
22
Years of Service
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 24th Feb 2003 03:38
make cylinder with 2 stacks (doesn't matter how many slices)

rotate it so that you have 1 stack either side of the centre ... click on joints and then click in the centre, and again on one of the ends.

use the select too to select the centre joint and click joint again this time clicking at the other end.

now select all the vertex, and goto the joints screen

highlight joint1 and click assign ... then select just the end vertex of one of the the end you created the first bone for - and highlight joint2 and assign, do the same for the other end and assign.

then use the selection too to select the joints, click on "animate" below and move the joints around

however this animation doesn't stick so once you move the bones into the right position press Ctrl-K (for create keyframe) ... the slider thing below and move it on a little and then move the bones some more and create another keyframe

press play, and there you have your first animation
if you need to animate for DarkBasic Standard/Enhanced do the same technique only assign entire objects to each bone.

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?

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