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DarkBASIC Professional Discussion / Blending Bones Animation

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Bulleyes
23
Years of Service
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Joined: 3rd Nov 2002
Location: Cyberjaya, Malaysia
Posted: 6th Jul 2003 16:32
Hi,

Can DBpro blends bones animation? For example, let say I have a model with the following animations:

1. Walk Cycle
2. Run Cycle
3. Left arm punching
4. Right arm punching

What if I want to make the character walking, at the same time punching the left arm, or right arm based on user control.

Is there anyway in DBpro that allow me to blend the bones animation, i.e. while animation #1 is playing continously, and at the same time blend with animation #3 or #4.

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

http://www.badnose.com/
Kensupen
23
Years of Service
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Joined: 19th Sep 2002
Location: United States
Posted: 6th Jul 2003 19:47
To my knowledge, you can't blend animations. Think of it as cell animation. If the object has 25 frames, that would be like 25 pictures on a reel. It can't play 2 pictures at one time.

There are two things you could do.
1. Have the legs as one model and the upper body as another. That way you could split the animations and play them separately.
2. Just animate the model to have all the animations you'll need. It takes more setup, but has the best effect in the end.

Then again I could be wrong. I'm no expert on DX or animation, but I haven't seen anything to do what you're asking.

-Kensupen

Nerdsoft Creations - Lead Programmer
System Specs: AMD XP 1700+, WinXP Home, 1GB PC133 ram and Radeon 9500 using DX9
The Darthster
23
Years of Service
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Joined: 25th Sep 2002
Location: United Kingdom
Posted: 7th Jul 2003 01:43
Animate the object entirely in DB using the rotate limb commands. Then, you can mask animations and map them onto each other as much as you want.

Once I was but the learner,
now, I am the Master.
Shadow Robert
23
Years of Service
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 7th Jul 2003 01:49
bullseye, the way i achieved stuff like that in DB was through a sort of tag system...

each limb would have a seperate animation, so left arm would have walk/punch/block - right would have the same, the body would have swing right/swing left/walk/idle, the legs would have walk/run/idle
and the head would be a freelimb

the way my skeletal system worked was it edited the movement of a mesh a bit like the Mesh deformation demos only using the bone points as pivot points each bone controled a realtive position and assigned vertex...

it ment i could just edit the keyframes of each limb bone rather than the entire mesh skeleton
might have an example around here somewhere but it wouldn't work with dbp in its current state

Bulleyes
23
Years of Service
User Offline
Joined: 3rd Nov 2002
Location: Cyberjaya, Malaysia
Posted: 7th Jul 2003 05:15
You mean you model the different part of the character seperately? Then how you put them together eventually? You use the GLUE LIMB command in DBpro for that?

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

http://www.badnose.com/

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