Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

DarkBASIC Professional Discussion / Is APPEND OBJECT really working?

Author
Message
Bulleyes
23
Years of Service
User Offline
Joined: 3rd Nov 2002
Location: Cyberjaya, Malaysia
Posted: 20th Jun 2003 04:44
I tried to append animation of a .X model to another existing model using APPEND OBJECT, DBpro gave me this error, "Animation Keyframe doesn't exist!" I remember this function used to work in DBClassic.

To be more specific, here is what I do roughly.

1. I load a .X file, namely TEST.X as a mesh object using LOAD MESH
2. I create a 3D Object using MAKE OBJECT by refering to the mesh created in step 1.
3. I tried to append the animation back to the object by calling APPEND OBJECT with the animation in TEST.X to the object created in step 2.

You might ask, why do I go around so much hassle instead of just using LOAD OBJECT that will load the .X file with all the animation data intact. The reason is, I need to perform some alteration on the vertex data. Therefore, using DBpro mesh is the only way I can gain access to the vertex data via memblocks. It is because that DBpro mesh will throw away all the animation data in .X, thus I need to put them back again when the OBJECT is reconstructed.

Any ideas?
Thanks!
Bad Nose Entertainment - Where games are forged from the flames of talent and passion.

http://www.badnose.com/
Bulleyes
23
Years of Service
User Offline
Joined: 3rd Nov 2002
Location: Cyberjaya, Malaysia
Posted: 22nd Jun 2003 20:25
I can't believe it... Really no one use APPEND OBJECT before? Uh oh...

Bad Nose Entertainment - Where games are forged from the flames of talent and passion.

http://www.badnose.com/
randi
23
Years of Service
User Offline
Joined: 27th Aug 2002
Location: United States
Posted: 22nd Jun 2003 21:31
I never have needed to use it.
It always loads the animation with the object.
Then again, I use 'load object'.

Randi
Misanthrope
23
Years of Service
User Offline
Joined: 31st Jan 2003
Location:
Posted: 22nd Jun 2003 21:53
WARNING: This comes from the perspective of a DBC user. Stow those flamethrowers, soldiers.

When you load a mesh in DBC, you're also collapsing all the limbs into one object. This alone means there's nothing in the hierarchy to animate. Objects created by the MAKE OBJECT command also don't have any pre-existing animation data anyway because they use only the mesh information as the source, leaving out the other bits of the X structure. That's why you should use LOAD OBJECT.

When using APPEND OBJECT in DBC, the situation's the same. APPEND OBJECT requires that the model being appended to have the same number of limbs and the same limb names as the model whose animation data you're trying to append. You can't append a model that doesn't meet those requirements to another model. I'm not 100% sure of the DBPro implementation, but I'm fairly certain that the problem is the same.

You could, however, get around it by loading each limb mesh individually, processing the vertex data however you wish, and then finally linking them back together into the original hierarchy before using APPEND OBJECT on the model.

-Misanthrope
Fallout
23
Years of Service
User Offline
Joined: 1st Sep 2002
Location: Basingstoke, England
Posted: 22nd Jun 2003 23:39
I use Append object, or at least I used to, but I've had lots of problems with it. I've had problems with the whole animation system in db. As soon as I've tried to use more than one animation and I've started appending them, I get strange limb movements and big jumps between frames. Can't reall help you with your problem, except for saying the append animation command MIGHT be buggy. I haven't tested it enough to know for sure though.

Btw, how you doing Randi? Haven't seen you on the forums in a long time.

Machine: P4 2200, 1GB RAM, GeForce4 64MB, Audigy Platinum
http://www.breakbeat-terrorism.co.uk
(It's not all about the coding)
randi
23
Years of Service
User Offline
Joined: 27th Aug 2002
Location: United States
Posted: 23rd Jun 2003 01:38
@ Fallout
Sorry to get off topic everyone but...
Hello Fallout.
I have been around though. Look in the Beta Announcement board.
I have a thread going there.


Just to say...
I have probelems with 'append object' too.
But like I said, I have never needed to use it because the animation gets loaded with the object for me.


Randi
Fallout
23
Years of Service
User Offline
Joined: 1st Sep 2002
Location: Basingstoke, England
Posted: 23rd Jun 2003 02:09
Do you generally just use one animation then (e.g. running), or do you do all your animations in the original model file as one long animation (e.g. walking, running, jumping, shooting etc.)?

Machine: P4 2200, 1GB RAM, GeForce4 64MB, Audigy Platinum
http://www.breakbeat-terrorism.co.uk
(It's not all about the coding)
Bulleyes
23
Years of Service
User Offline
Joined: 3rd Nov 2002
Location: Cyberjaya, Malaysia
Posted: 23rd Jun 2003 07:49
You could, however, get around it by loading each limb mesh individually, processing the vertex data however you wish, and then finally linking them back together into the original hierarchy before using APPEND OBJECT on the model.

Wouldn't this a lot of work and very messy? Constructing all the limbs by loading them individually and construct them one by one to make up a whole object? Gosh.....

Bad Nose Entertainment - Where games are forged from the flames of talent and passion.

http://www.badnose.com/

Login to post a reply

Server time is: 2026-07-17 17:44:30
Your offset time is: 2026-07-17 17:44:30