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Work in Progress / Enhanced Animation - addon for DBpro

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Duffer
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Posted: 18th Jan 2007 18:17
@Wolf,

$25 is spot on for me!

Any chance of a command list? if it gets in way of demo release then stuff that request though!

Well done with this - what a result....

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
Ron Erickson
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Posted: 18th Jan 2007 18:25 Edited at: 18th Jan 2007 18:29
Quote: "Any chance of a command list?"


I think there is currently ~60 commands. This is from the keywords file that I generated. You can get a good idea of the commands and their parameters from it:



edit:
For some unknown reason, I actually felt like working on the helpfile. So, instead of writing examples right now, I am doing something that I normally like to do a lot less. I am hoping to finish the helpfile today (I'm about 1/3 finished now), so it shouldn't delay the demo version much more (if at all). I want to get the helpfile done before the urge to work on it passes. I usually dread doing things like that

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Duffer
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Posted: 18th Jan 2007 21:51
@Wolf,

excellent - thanks for the commands taster.

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
Diggsey
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Posted: 18th Jan 2007 22:04
What does oac stand for?

Also, that command list is about twice as big as I was expecting!

Ron Erickson
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Posted: 18th Jan 2007 22:31
Quote: "What does oac stand for?"


There are basicly three groups that the commands fall under.

The "object" group works directly with your 3D objects. The main command that is used in the object group is the EnAn_ObjExtractAnimation. This extracts animation data that is saved in your 3D object and saves it into Enhanced Animation's custom file format.
Once an animation is extracted, it can be loaded and dealt with by the commands in the "Animation" group.
The last group of commands is the OAC group (Object Animation Controller). Basicly, it acts as a link to a particular DBpro object. For each object that you want to control with the loaded animations you need to create an OAC. It provides the object with some extra structures that are needed to be properly controlled.

Here is a quick rundown of how you would use Enhanced Animations in it's most basic form:
Say you create a model (with a run, walk and jump animation) in Milkshape. You then export that model into a format that DBpro can load. Once the object is loaded, you extract the animations out of your object using the EnAn_ObjExtractAnimation command.

Now you have 3 saved animation files:
run.enan, walk.enan, and jump.enan
Note that you no longer have to worry about what frames are the start and end of each animation because they are all contained in their own files.

Now, in your game, say you have 20 characters that can use those animations. You load the 20 objects like normal. Now, you load the three animation files only once. You don't have to load the animations for each model. Now you create an OAC for each model. You can then apply one of the 3 loaded animations to any of the 20 models using the OAC commands.

I hope that explains it!

-Ron

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SageTech
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Posted: 19th Jan 2007 00:47
Wow, that is really some impressive stuff there! I cant imagine what a headache saver this is going to be. However, I am curious, how does it know how to split up the animation into files? I assume you define the frames?

Kenjar, yet another victim of NRS (N00b Relapse Syndrome) May he code in peace...

dononeton
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Posted: 19th Jan 2007 01:39
Can you blend between two aniamtions?
Ron Erickson
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Posted: 19th Jan 2007 01:47
Quote: "However, I am curious, how does it know how to split up the animation into files? I assume you define the frames?"


When you extract the animation you specify Start frames and End frames. So, you DO have to know where each animation starts and stops. You would do all of that outside of your game though when you are preparing your media. Once you are working with the animations in your game, since you can seperate actions into seperate animation files, it will be MUCH easier to manage.

This all works a little bit different than what the native animations in DBpro do and will take some getting used to. I really tried to approach this from a "what makes the most sense" perspective.
I considered just loading the animation data directly from loaded models. It may have been a little less confusing that way, but saving the data directly to files has some other advantages too. The animation data that I am using from FPSC for my "character maker" program has about 3000 key frames of animation. One model takes a LONG time to load. If I wanted to load 10 models with all of the animation data it would be intolerable. With this method I can load only the animation data that I want to use. In the game I can use models that have been saved with no animation data in them (which will make them load VERY fast). Then I can apply the loaded animation files to ANY of the loaded models.
Management of playing animations should also be MUCH easier. Basicly, you just tell your object which animation you want it to play. If you want to switch to a different action, you just use the transition commands. It begins to blend the new animation into the old animation as the "transition" time is used up. Once the transition time has expired, the "transition" animation just becomes the "playing" animation. Also, everthing is time based, so you really don't have to worry about managing the actual frames.


I'm now about 2/3 done with the helpfile. I am getting really sick of working on it now though

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dononeton
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Posted: 19th Jan 2007 01:54
Awesome! If I wanted to I could use your plugin and make a character exporter. It would load .x files with animations and then save a .dbo file without any animaions, and save out the animations files. This sounds powerful
Ron Erickson
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Posted: 19th Jan 2007 02:14 Edited at: 19th Jan 2007 02:21
edit:
Sorry, you edited your post because of my previous post. Here is a better answer to your question.

Quote: "Can you blend between two aniamtions? "


Yes. In a very nice way.

Lets say you have a "walk" animation playing on your object and you want to switch to a "jump" animation. Here are the two commands that you would be used.

EnAn_oacPlayAnim oacID, Limb, AnimID, StartFrame#, CurrentFrame#, EndFrame#, loop, ExChild

EnAn_oacAnimTransition oacID, Limb, AnimID, StartFrame#, CurrentFrame#, EndFrame#, TransTime, loop, ExChild

So, first we will setup the walk animation:
EnAn_oacPlayAnim oacID, 0, WalkAnim, 0, 0, 0, 1, 0
This will play the walk animation on the zero limb (and all children). It will play from the first frame to the last frame and will continue to loop.

Now, we are ready for the "jump" animation to transition (blend) into (and eventually become) the playing animation:
EnAn_oacAnimTransition oacID, 0, JumpAnim, 0, 0, 0, 500, 0, 0
This will transition the Jump animation into the playing animation on the zero limb (and all of its children). It will start from the first frame go to the last frame (but it will not loop). As the transition time is being used the jump animation will be blended in more and more. It will take 500 miliseconds for the "jump" animation to completely become the playing animation.



edit again for your new post:

Quote: "Awesome! If I wanted to I could use your plugin and make a character exporter. It would load .x files with animations and then save a .dbo file without any animaions, and save out the animations files. This sounds powerful "

I had already started adding a command that will save a .dbo object with no animation data in it. I did have some problems and it was holding back my progress so I quit working on it for the right now. It is something that I will probably look at again though

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SageTech
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Posted: 19th Jan 2007 02:39
Thats so cool! I wasn't really aware that I needed animation blending until now, but I'm sure glad you thought of it.

Kenjar, yet another victim of NRS (N00b Relapse Syndrome) May he code in peace...

Duffer
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Posted: 19th Jan 2007 14:25
@ Wolf,

Could you say a little more on application of the animation file extracted from the one object with animation data to 'similar' objects without animation data.... how 'similar' need they be? if say I had the one object with bones and say 20 limbs and say 20 frames of walk data - and then I had a basic 20 limb unboned object without animation - but same limb structure - could I apply extracted animation file from the first to the second? what are the effective limitations?

also, looking at your older command list, do commands now include commands to add, delete, cut, paste animation keyframes to animation file?

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
Ron Erickson
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Posted: 19th Jan 2007 14:57 Edited at: 19th Jan 2007 14:59
Quote: "how 'similar' need they be?"

It is important that the objects are structured exactly the same. All of the limb numbers would have to match up nicely.

Quote: "if say I had the one object with bones and say 20 limbs and say 20 frames of walk data - and then I had a basic 20 limb unboned object without animation - but same limb structure - could I apply extracted animation file from the first to the second?"

Remember, bones are effectively limbs in DBpro. Vertices of your object move with animations according to how that vertex is weighted to each bone (or limb). So, it is important that all of your "similar" models be attached to the same bone structure when you create it in your modeling app.

As I mentioned in an earlier post, I had started working on a command to save your object with no animation data in it. I was able to do that easily. It did not work correctly though because the limb's setups in DBpro are based on the 1st frame of animation. If I remove ALL of the animation from the model and then try to apply my animation files to it, I get strange results. Really, what I need to do is save the model with one frame of animation (so the DBpro object is setup correctly). If I can add that command, then it should make things much easier.

Quote: "also, looking at your older command list, do commands now include commands to add, delete, cut, paste animation keyframes to animation file?"

LOL
I HAVE added commands to add/remove/modify animation frames. However, I have not added a command to actually SAVE the changes back to your animation file. doh! I'll be adding that to the "to do" list. I also have to add commands to change the "time" value of animation keys.


edit:
By the way, I couldn't take it anymore! I'm about 3/4 finished with the helpfile, but I needed to move on to something else. I am now starting to write some example programs.

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Duffer
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Posted: 19th Jan 2007 17:44
@ Wolf,

All good news. Looking forward to the demo release.

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
Ron Erickson
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Posted: 21st Jan 2007 02:22
Things are going nicely

As I started writing the examples, I ran into some bugs with the animation transitions (blending). I am pretty sure that I have that all worked out now. In fact, I am really pleased with how it is working currently.

As for the demo, I've had another thought. Instead of me just uploading it for everyone to mess around with, I think I want to keep things a little closer for now. I know there are probably still some bugs and I don't want a bad impression of the product from people that might not undertsand it's current state. If anyone is interested in trying it out, please e-mail me. Please be sure to include your forum name so I know who you are

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jasonhtml
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Posted: 21st Jan 2007 16:19 Edited at: 21st Jan 2007 16:20
woohoo! and just in time for me to get it for the nVidia compo!

EDIT: i hope... there isnt as much time left in it as i thought


forum.thegamecreators.com/?m=forum_view&t=78971&b=8&p=0
forum.thegamecreators.com/?m=forum_view&t=91115&b=32
Ron Erickson
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Posted: 21st Jan 2007 16:29 Edited at: 21st Jan 2007 16:34
I just sent the demo off to a couple of people. Thanks for testing!

For all others, here is the source to the first example program. It should give you a pretty good idea of how it flows:





edit:
The program isn't as scarey as it looks. Almost ALL of it is comments
Here is the same thing without all of the comments:


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jasonhtml
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Posted: 21st Jan 2007 19:35
cool, looks pretty easy to use


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SageTech
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Posted: 22nd Jan 2007 03:17
Just got back from a session of playing with the thing, worked perfect! I threw all my dark matter models at it, and it still worked exactly as It should. The animation blending is great looking, and I intend to give the limb specific animations a go tomorrow. Great Job!
Also, Id love to post a video of it in action, assuming of course it alright with WOLF.

Kenjar, yet another victim of NRS (N00b Relapse Syndrome) May he code in peace...

Ron Erickson
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Posted: 22nd Jan 2007 04:32
Quote: "Also, Id love to post a video of it in action, assuming of course it alright with WOLF."


Sure! Go ahead.
I'm glad you are liking it so far. I am working on the second example program now. I should have it finished tomorrow. It is mainly a copy of the first example but it allows you to adjust the animation play speeds (and explains how they work). After that, I'll probably write a "limb specific" example.

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The admiral
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Posted: 22nd Jan 2007 22:14
It looks really easy to use this is great just one thing about the limbs how does it work like what if you walk animation uses several of the leg limbs how is it applied to just one limb?

The admiral
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Posted: 22nd Jan 2007 23:13
Quote: "how does it work like what if you walk animation uses several of the leg limbs how is it applied to just one limb?"


The last parameter of the "play animation" commands is an exclude childeren flag. By default, when you apply an animation to a limb, the animation will also be applied to all of the childeren of that limb. If you set the "Exclude Child" parameter to 1, then it will only be applied to the limb that you specified.
Hope that helps!

-Ron

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The admiral
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Posted: 23rd Jan 2007 01:59
Yeah that explains it for me so if I had a walk animtion which part of the body should i attach it to?

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Ron Erickson
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Posted: 23rd Jan 2007 02:38
You could easily apply the walk animation to the entire object by choosing limb 0 (and including children). Then, if you wanted to play a shooting animation on the upper body, you could apply it to the spine (including it's children).

I'll be writing an example for limb based assignment soon. When I do, I'll post the source.

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Duffer
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Posted: 23rd Jan 2007 08:46
@ Wolf,

Just to say I've downloaded the beta demo dba and media with the DBProBasic3DDebug patch and it works fine on my system.... looking at tampering with the speed now of the animation to see if I can crank up the running speed - then I'll branch out and try some of the other commands and tinker with animation just some of the limb branches etc...

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
Ron Erickson
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Posted: 23rd Jan 2007 18:56 Edited at: 23rd Jan 2007 19:01
Duffer,
Sounds good! I also just sent you an updated dll and example 2.

Example 2 deals with animation speeds. Negative speeds will play the animation in reverse!

Here is the source for anyone interested:


I am NOW working on an example to show playing of different animations on different limbs.

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SageTech
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Posted: 23rd Jan 2007 18:59
Hey Wolf, I had a go with limb specific animations, worked really well. Unfortunately I only had darkmatter models to test with, and those don't loop to well. But, I managed to get walking and shooting working in no time at all! Cheers.

Kenjar, yet another victim of NRS (N00b Relapse Syndrome) May he code in peace...

Duffer
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Posted: 23rd Jan 2007 20:35 Edited at: 23rd Jan 2007 20:37
@ Wolf,

So much for me tinkering with speed of animation. The worry here was that the dll would slow down animation speed -

I've just downloaded the Speed of Animation example and latest version of dll.... the animation swings and you can up the animation speed of the walk and run to a blurring pace - so scrap the above worry - it swings....

If we were looking at the examples sequentially then perhaps an example somewhere soon where you could tinker with animation speed of certain sets of limbs - for example - get the model to aim/shoot whilst either posing, walking or running - perhaps 2 other distinct actions?

perhaps also an example with 2 or 3 models sharing same animation data but doing different animations - to show versatility of plugin and to show no speed hit on the animation with multiple animated objects on screen - my system is unremarkable Athlon64 3200+ - so a good one to push out the envelope on the dll...

Anyway, just to let you know latest build of dll and example 2 are fine...

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
Ron Erickson
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Posted: 23rd Jan 2007 21:19
Quote: "So much for me tinkering with speed of animation. The worry here was that the dll would slow down animation speed - "

The speed of the animation doesn't matter to performance at all. Because you are passing the amount of time that has elapsed, the plugin just figures out how many frames have passed. It then finds the correct keyframes for that time abg calculates the rotations. As you speed up the animation, more frames elapse, but it is still only one calculation.

Quote: "If we were looking at the examples sequentially then perhaps an example somewhere soon where you could tinker with animation speed of certain sets of limbs - for example - get the model to aim/shoot whilst either posing, walking or running - perhaps 2 other distinct actions?"


That is pretty much what I am working on now. It allows the character to run, walk or stand still while aiming a pistol, reloading it, throwing a grenade or no "action" at all.
Things are progressing nicely. I wrote a little snippet that will break down the model's limb hierarchy in a nice readable way. You have to understand the limb hierarchy of your model to properly do limb specific animations.

Quote: "perhaps also an example with 2 or 3 models sharing same animation data but doing different animations - to show versatility of plugin and to show no speed hit on the animation with multiple animated objects on screen - my system is unremarkable Athlon64 3200+ - so a good one to push out the envelope on the dll..."


Will do...

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TEH_CODERER
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Posted: 23rd Jan 2007 23:56
You call that unremarkable? I'm stuck with an AMD Athlon XP 2400+! This dll looks incredibly useful. If I hadn't made my own animation system it would be a definate purchase.

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Posted: 24th Jan 2007 14:35
I ran into a NASTY problem last night while working on the 3rd example program. I almost thought it was a show-stopper.

When some animations would transition to other animations, the model would sometimes "flatten". This problem got worse the further down in the hierarchy the limb was. I thought it was related to how I was doing my transitions, but I couldn't find anything suspect in that part of the code. Finally, this morning I tracked down the problem. It had to do with how I was intepolating matrices. The problem is now sorted and all is looking good!

When I get example 3 done, I'll post a video of it in action. It is looking pretty cool!

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Duffer
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Posted: 24th Jan 2007 14:39 Edited at: 24th Jan 2007 20:36
@ Wolf,

That post caused a few intaked breaths....!

Keep it comin'!
[edit]
Wolf - your second example program - when you need to increase animation speed on a laptop you have to press <shift> to get "+" - and so you always revert to pose.... perhaps change that inkey$ to "="?

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Diggsey
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Posted: 24th Jan 2007 22:49
Before, you talked about more than one animation on the same object. eg. legs and upper body. What if the animations both use a particular limb. Which one overides the other? Will there be a way to set the priority of each animation?

PS
I know these are pretty unlikely situations, but you've got everything else already working in the dll and those are the only things I can think of to improve it at all!

Duffer
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Posted: 25th Jan 2007 00:13
@Wolf,

Good point by Diggsey - any way to perhaps apportion percentage priority to two animations both operating on the same limb or set of limbs or even whole object?

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
Ron Erickson
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Posted: 25th Jan 2007 00:32
Quote: "second example program - when you need to increase animation speed on a laptop you have to press <shift> to get "+" - and so you always revert to pose.... perhaps change that inkey$ to "="?"


Get a laptop like mine. It's a 17" widescreen with a fullsize keyboard and numpad
...I'll switch the key. That never crossed my mind.

Quote: "Before, you talked about more than one animation on the same object. eg. legs and upper body. What if the animations both use a particular limb. Which one overides the other? Will there be a way to set the priority of each animation?"

There is no priority system. If you apply a new animation to a limb, that is the one that it will use. It will use that one until it reaches it's end frame (if it is not looping) or until you apply adifferent one to it.
One thing that I thought of adding is a way to make "groups" of limbs. So, you can just add certain limbs to a group container and then apply that group to the animation commands. That would be an easy way to set things up. I am still considering adding this. If I do it won't be in the initial release though.

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Ron Erickson
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Posted: 25th Jan 2007 00:35 Edited at: 25th Jan 2007 00:36
Quote: "any way to perhaps apportion percentage priority to two animations both operating on the same limb or set of limbs or even whole object?"

While it sounds like a good way of handling things, I don't think it would actually be that useful of an addition. Unless you are transitioning from one animation to another, I think in *most* cases, applying to animations to one limb would just give strange results. It is something that I could look at in the future though if there is good reason for it.

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Ron Erickson
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Posted: 25th Jan 2007 04:53
OK....
I FINALLY got example 3 functionally done. There were a couple of bugs that I found in the dll, and one thing that I just couldn't kill. Then I realized I was just using a bad variable name in DBpro.

I uploaded a video of it in action.
This model uses 4 movement animations:
Walk, Run, Step Left, Step Right
It uses 3 action animations:
Aim, Reload, Throw

In the video you can see the animations all blended together nicely. Keep in mind, in DBpro's standard animations this would require 16 seperate animation. This would grow QUICKLY as you added more movement types and actions! ...and they wouldn't blend nicely
Walk, Walk Aim, Walk Reload, Walk Throw
Run, Run Aim, Run Reload, Run Throw
Step Right, Right Aim, Right Reload, Right Throw
Step Left, Left Aim, Left Reload, Left Throw

The video is about 3.5 megs. Sorry about the quality.

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Lost in Thought
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Posted: 25th Jan 2007 14:39
Looking great man. Looks like you are almost done

Ron Erickson
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Posted: 25th Jan 2007 17:16
I just finished commenting Example 3: Limb Specific Animations

Here is the source code. It's pretty simple to do. There is very little effort in creating clean transitions like what is shown in the video posted above.



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Duffer
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Posted: 25th Jan 2007 20:38
@ Wolf,

Just to say have now betatested Example 3 with latest build of dll and all is fine on my system...

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Duffer
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Posted: 29th Jan 2007 13:56
@ Wolf,

How goes it?

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Ron Erickson
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Posted: 29th Jan 2007 17:52
Quote: "How goes it?"


Good. I was going to post earlier but I've been busy.

Over the weekend, I tested (then fixed and tested again ) all of the insert/delete/modify animation key commands. All is now working good. I have also added commands for modifying the time value for a key and the ability to save animation files after you have modified them. I'm not sure if I will be able to write any kind of example program for all of these commands (without making a full blown animation editor), but they are all tested and working nonetheless.

Next, I am going to re-look at adding a command for saving dbo objects without any animation data stored in them. Besides that, I think I am basicly finished with funtionality additions and testing. Then, it will be time to revisit those damn helpfiles. After that: RELEASE!

-Ron

EZrotate! TextureMax! Enhanced Animations! (coming soon....) 3D Character Maker! (coming soon....)
Ron Erickson
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Posted: 31st Jan 2007 05:36
Well, I just got home from a hockey game (Go Pens!). I was going to go to bed, but I decided to have another look at the Saving objects without animations command. I worked on it earlier today, but was unsuccessful with it. Within about 15 minutes I found the problem and the command is now added and working good!
The model file that I was using for the examples is a little over 2mb. After saving it with this command, it reduces to about 500k. I am sure it loads a LOT faster too! I'll do some speed tests tomorrow. Now, I'm off to bed

EZrotate! TextureMax! Enhanced Animations! (coming soon....) 3D Character Maker! (coming soon....)
The admiral
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Posted: 31st Jan 2007 09:58
So how far away from official release is it because I sure could use it.

The admiral
Ron Erickson
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Posted: 31st Jan 2007 15:32
Quote: "So how far away from official release is it because I sure could use it."

I have to finish the help files and write something up for TGC to use on their site. That is a couple days work at most. The rest of it will depend on how soon TGC can get things ready from their end. It is going to require an update to DBpro (for a bug fix and for the added plugin security). So, it is hard to say really. Soon!

If you are wanting to use it sooner, please send me an e-mail. I could always send you a time-limited demo of it to use until it becomes available for purchase.

EZrotate! TextureMax! Enhanced Animations! (coming soon....) 3D Character Maker! (coming soon....)
The admiral
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Posted: 31st Jan 2007 23:30
ok ill email you and help test it im interested to see what I can achieve with this plugin.

The admiral
Ron Erickson
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Posted: 1st Feb 2007 00:48
I got your e-mail. I'll send you something either tonight or tomorrow.

EZrotate! TextureMax! Enhanced Animations! (coming soon....) 3D Character Maker! (coming soon....)
The admiral
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Posted: 1st Feb 2007 22:25
Awesome dll I got animations going within minutes of installing it the options are limitless heh.

The admiral
Xarshi
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Posted: 1st Feb 2007 22:37
so this costs money...that makes me wanna cry...cuz I'm poor. Oh well. Any hints on how you managed to do any of this?

Hello
Ron Erickson
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Posted: 2nd Feb 2007 16:18
Quote: "so this costs money"


Yes. Sorry... I do think it will be worth it though



Well, the helpfile is now done! I also found and squashed another couple of bugs! I am pretty much ready for release! I've sent a bunch of the stuff off to TGC for their review. Hopefully the release will be SOON!

EZrotate! TextureMax! Enhanced Animations! (coming soon....) 3D Character Maker! (coming soon....)

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