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Dark GDK / Working with 3D objects

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programing maniac
16
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Joined: 19th Apr 2008
Location: Bawk, Bawkity
Posted: 1st May 2008 02:12
I know that you can rotate limbs of an object exported from somewhere into a .x file in c++. Well, I use blender, and I want to export an object so I know what the limbs are, like one on teh arms and legs.

How would I do this, make limbs on blender so I can rotate them on c++ but they are still attached to the object? Also, I know there is a command that tells you all the limbs, but how would I set it so that i know what it finds. I think it finds it, but I don't know how to set it so that it tells me.

Any help to any of tehse questions would be helpful.

Thanks!

~~Its not about what you know, its about how you figure it out.~~
jinzai
18
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Joined: 19th Aug 2006
Location: USA
Posted: 1st May 2008 02:49 Edited at: 1st May 2008 02:51
Start in Blender by giving them names, if that is possible. In a text x file, the meshes all have names. 3DWS, for example names them sequentially when exporting to x...mesh1, mesh2, mesh3, etc.

You could actually use Notepad to change that, although it would be tedious experimentation, finding out what each mesh is.

Start your experiments using the DarkMATTER models. They have named meshes already. The tanks are (almost)completely articulated, you can even raise and lower the barrel using only limb rotation.
programing maniac
16
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Joined: 19th Apr 2008
Location: Bawk, Bawkity
Posted: 1st May 2008 14:51
Mesh {
94784;
0.182500; -0.609100; 1.419200;,
0.220000; -0.621500; 1.426700;,
0.220700; -0.621500; 1.419200;,
0.220700; -0.726800; 1.419200;,

Is that the mesh number, at the top- 94784?

Thanks for everything so far by the way!

~~Its not about what you know, its about how you figure it out.~~
tobi453
19
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Joined: 28th Apr 2005
Location:
Posted: 1st May 2008 14:58
no, 94784 ist the vertex count.

Frame Cube_003 {

FrameTransformMatrix {
1.000000,0.000000,0.000000,0.000000,
0.000000,1.000000,0.000000,0.000000,
0.000000,0.000000,1.000000,0.000000,
0.589000,2.504500,2.409700,1.000000;;
}
Mesh {
969;
-1.068900; -1.598200; -2.535500;,
-0.024800; -1.642200; -2.502900;,
-0.031700; -1.462700; -2.551100;,

Here Cube_003 is the limb name.

FINAL VERSION RELEASED!!!!
programing maniac
16
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Joined: 19th Apr 2008
Location: Bawk, Bawkity
Posted: 2nd May 2008 01:02
oh, ok.... now how to get that on blender.....

~~Its not about what you know, its about how you figure it out.~~
programing maniac
16
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Joined: 19th Apr 2008
Location: Bawk, Bawkity
Posted: 2nd May 2008 01:04
Frame RootFrame {

FrameTransformMatrix {
1.000000,0.000000,0.000000,0.000000,
0.000000,0.000000,-1.000000,0.000000,
0.000000,1.000000,0.000000,0.000000,
0.000000,0.000000,0.000000,1.000000;;
}
Frame Circle {

FrameTransformMatrix {
1.000000,0.000000,0.000000,0.000000,
0.000000,1.000000,0.000000,0.000000,
0.000000,0.000000,1.000000,0.000000,
0.000000,0.000000,-0.075400,1.000000;;

Is that it?

~~Its not about what you know, its about how you figure it out.~~
programing maniac
16
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Joined: 19th Apr 2008
Location: Bawk, Bawkity
Posted: 2nd May 2008 01:05
so circle is teh limb name?

~~Its not about what you know, its about how you figure it out.~~
jinzai
18
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Joined: 19th Aug 2006
Location: USA
Posted: 2nd May 2008 02:14
Yes, that's correct.
programing maniac
16
Years of Service
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Joined: 19th Apr 2008
Location: Bawk, Bawkity
Posted: 2nd May 2008 03:33
ok. ok. ok..... Thanks! well now I know how to find teh limb names--- now how to make limbs on blender....... Well, thanks anyways!

~~Its not about what you know, its about how you figure it out.~~

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