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3 Dimensional Chat / DarkMATTER 1

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Allanon Shadeslayer
17
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Joined: 28th Dec 2006
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Posted: 21st Oct 2007 00:14
I've recently discovered that the DarkMATTER 2 models are flawed. They were exported with a time scale of 160 which means I have to multiply every frame by 160. Unfortunately, this is hell on my computer and it runs REALLY slow. (You'd go slow too if you had to keep track of 3,000 frames at 16,000 FPS).

Anyway, so I was just wondering if the DarkMATTER 1 models had the same problem.

Thx in advance!

-Allanon Shadeslayer

Great Scott I'm gorgeous!
5867Dude
18
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Joined: 26th Jun 2006
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Posted: 21st Oct 2007 00:29
I have long forgotten about Dark Matter 1 but I don't think that it has the same problem.

Allanon Shadeslayer
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Posted: 21st Oct 2007 00:44
cool. I appreciate it

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Jerok
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Location: Mars. Wait a sec I\'m on MARS. OMG
Posted: 21st Oct 2007 00:49
Im confused as to why this would cause a problem? Using darkbasic I can make my animations play at any speed I choose?
Cash Curtis II
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Location: Corpus Christi Texas
Posted: 21st Oct 2007 00:54
The Dark Matter 1 files are fine, except that they are antiquated. I re-rig and reanimate the ones that I want to use. I also find them handy for setting up low poly shadow casting objects for characters (after I've reanimated them).

The workaround for the DM2 models is easy enough - use timer based animation and animate them at a high framerate. It will just skip the 159 extra frames. Or, fix the sync rate and animate them at your desired rate*160. It can still slow down if your framerate dips but it works as well.

The real problem is that the files are 160 times the size they should be. Those extra 159 frames dramatically increase the size of the files. They are low poly. I reanimated the knight with 20 animations and he went from 6 mb to 250k. It dramatically increased performance. In DBP performance has not only to do with polygon counts, but limb count and very importantly file size. They are not suitable for use in a commercial game as they are. But, it's easy enough to fix and the models are good enough.


Come see the WIP!
Allanon Shadeslayer
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Posted: 22nd Oct 2007 06:46
what do u mean antiquated?

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Penfold
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Location: RED postbox houses of parliment
Posted: 22nd Oct 2007 15:29
antiquated = old and not as shiny and new

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Allanon Shadeslayer
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Posted: 21st Nov 2007 04:07
how would i go about doing "timer based animation"?

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Cash Curtis II
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Location: Corpus Christi Texas
Posted: 21st Nov 2007 11:26
Quote: "how would i go about doing "timer based animation"?"

A forum search?

Animation Blending + Timer Based Animation

antiquated = they don't use bone animation, so the model's skin does not deform. The animations instead are limb movements and rotations that look like separate objects stuck together. It doesn't look good. They were created in this manner because DB Classic didn't support bone based animation.


Come see the WIP!
Allanon Shadeslayer
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Posted: 21st Nov 2007 16:25
tyvm!

Live forever or die trying.

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