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DarkBASIC Professional Discussion / dynamic bone adjustments

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Danmatsuma
23
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Joined: 2nd Mar 2003
Location: Australia
Posted: 17th May 2003 14:15
My animations work fine, but what if I want to deform a mesh dynamically?

I removed the animation keyframes from my dog model and exported it as a new .x file, and in dbpro just tried a few rotate limb type commands, Nothing.

Well I'm assuming that if a bone is a limb (limb name$ suggests that it is) Then I should be able to do this right?

I'm using the demo of DBpro until my full version arrives, can anyone tell me if this is meant to be possible?
thanks
ZX Spectrum 48k Issue 3, Radio shack Tape drive, Rank arena 12" T.V. set.
Danmatsuma
23
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Joined: 2nd Mar 2003
Location: Australia
Posted: 17th May 2003 23:18
Perhaps if I rephrase the question?

Though bone based animations work with no problem in the demo version of DBpro, a .x object with a limb/bone heirachy but no actual animation data does not respond to the rotate limb command.

Should it?

ZX Spectrum 48k Issue 3, Radio shack Tape drive, Rank arena 12" T.V. set.
KuRi
23
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Joined: 8th Feb 2003
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Posted: 18th May 2003 01:01
I have tried several ways... but i can't...

I have not been able to run dinamic bones animation... :_(

freshalias
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Joined: 22nd Apr 2003
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Posted: 18th May 2003 09:24
I've also played around with the limb commands. It seems (to me) that limb rotation is only possible if you actually build the model from scratch in DB using the mesh->add->link limb commands. The Glue Limb To Object will not allow the child limb to be moved in any way?! If you run the Limb Checklist command and list all limbs, it not only includes the bones/joints but also the whole mesh is assigned to a limb (for texturing purposes I guess). I exported to .x using milkshape with JT's plugin. There is also a phantom (no name$) limb at limb 0. Weird.

I read somewhere there was a possible fix for this, adding a phantom limb? Can't seem to find the post. If only the forum had a search function, sigh.

Danmatsuma
23
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Joined: 2nd Mar 2003
Location: Australia
Posted: 18th May 2003 10:20
Limb 0 is the root object, the actual mesh I guess.

I'd like to hear from someone in dbs about this, since no-one seems to know and it would help a great deal in what I'm trying to do at the moment

ZX Spectrum 48k Issue 3, Radio shack Tape drive, Rank arena 12" T.V. set.
Danmatsuma
23
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Joined: 2nd Mar 2003
Location: Australia
Posted: 18th May 2003 12:03 Edited at: 18th May 2003 12:06
Here's a snippet to demonstrate the problem, you'll have to insert your own .x model, make sure it is rigged but has no animation data:




It demonstrates that not only does the mesh not deform, the limb position commands reveal the skeleton does not move with the model, except for the root bone, limb 0 :-s

ZX Spectrum 48k Issue 3, Radio shack Tape drive, Rank arena 12" T.V. set.

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