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DarkBASIC Professional Discussion / set object interpolation

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adr
23
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Joined: 21st May 2003
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Posted: 8th Jul 2003 23:21
My animated objects seem to animated in a very jerky manner and "set object interpolation" doesn't really seem to have a very great effect. Just as a test, I exported them as md2 formats and the animations were all silky smooth. Has anyone else had a similar problem where their objects move a bit like C3P0?

Cheers
Bender:Blackmail’s such an ugly word. I prefer extortion. The x makes it sound cool.
Fallout
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Posted: 8th Jul 2003 23:41
Yes! Not a lot more I can say. I never really went into trying to sort out a solution, but with DBPro I've had nuff problems making appended animations do anything except throw fits. I assume that's what you're doing? Loading a model with one animation works fine for me - its just appending object animations that always C3POs on me.

Machine: P4 2200, 1GB RAM, GeForce4 64MB, Audigy Platinum
http://www.breakbeat-terrorism.co.uk
(It's not all about the coding)
adr
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Posted: 9th Jul 2003 12:24
I'm just loading a model and calling loop object to see what it looks like...

I'm trying out CharacterFX, so maybe it's the way that exports the .x files.

Bender:Blackmail’s such an ugly word. I prefer extortion. The x makes it sound cool.
adr
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Posted: 9th Jul 2003 18:16
I've just been trauling through these fourms, and I found a post where someone said:

Quote: "
For smooth transition between frames you use SET OBJECT FRAME with OBJECT INTERPOLATION command.
"


If that's the case, then that'd be cool.

Oh well, back to work - 4 systems I wrote all fell over today - can you believe that? Jeeeez....

Bender:Blackmail’s such an ugly word. I prefer extortion. The x makes it sound cool.
adr
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Joined: 21st May 2003
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Posted: 10th Jul 2003 12:23
Nope - didn't work. I incremented the frame number and used set object frame and set object interpolation to 50. All that happened is he seemed to get halfway through all his animations very slowly...

Bender:Blackmail’s such an ugly word. I prefer extortion. The x makes it sound cool.
Fallout
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Posted: 10th Jul 2003 18:18
Well, I havent used animation enough purely because I've had loads of problems with it. I can say one thing catagorically - if it does work it doesnt work anything like the original DB. I'm pretty sure its just another set of buggy instructions that make it nigh-on impossible to make a half-decent game.

Machine: P4 2200, 1GB RAM, GeForce4 64MB, Audigy Platinum
http://www.breakbeat-terrorism.co.uk
(It's not all about the coding)
adr
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Posted: 10th Jul 2003 18:29
According to Lee (the man himself ), if the direct x file is set to use spline interpolation, then DBP should use spline interpolation too. Now I'm pretty sure all of my x objects have had that flag set at the point of exporting, but it's worth double checking I'm sure.

I've actually found a tutorial for Character FX/DBP - http://www.insanesoftware.de/index.php?page=cfx/dbpro.php. When I get home I'll download it and see if it's animation is still jerky. If it is, I'll make up an application and send it to Lee for him to evaluate. Surely, a tutorial pitched at DBP should work properly? I hope so...

/me counts the seconds down till it's home time

Bender:Blackmail’s such an ugly word. I prefer extortion. The x makes it sound cool.
Fallout
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Posted: 10th Jul 2003 19:47
It might just work!! ...

.... stranger things have happened ....

.... <looks at your avatar> .....

...

Machine: P4 2200, 1GB RAM, GeForce4 64MB, Audigy Platinum
http://www.breakbeat-terrorism.co.uk
(It's not all about the coding)
adr
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Posted: 10th Jul 2003 19:57
Let me know how it goes, cos I'm gonna have to be at work for a looooong time (sigh, more things breaking).

The tutorial rather specifically states that x objects should be stored in ASCII format (rather than binary), so I'm hoping that changing that option will fix it.

And what's wrong with ALF?

Bender:Blackmail’s such an ugly word. I prefer extortion. The x makes it sound cool.
Fallout
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Location: Basingstoke, England
Posted: 10th Jul 2003 20:45
Nothing. He's gorgeous.

Machine: P4 2200, 1GB RAM, GeForce4 64MB, Audigy Platinum
http://www.breakbeat-terrorism.co.uk
(It's not all about the coding)
adr
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Posted: 10th Jul 2003 23:39 Edited at: 10th Jul 2003 23:54
I've done some research to find out what's going on a little better... CharacterFX is setting the positionquality flag in the object's definition file correctly...

Quote: "The positionquality member is used to set the position quality for any position keys specified and can either be 0 for spline positions or 1 for linear positions"


Guess what? the positionquality flag is set to 0 alright.

Bender:Blackmail’s such an ugly word. I prefer extortion. The x makes it sound cool.
adr
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Posted: 11th Jul 2003 22:13 Edited at: 11th Jul 2003 22:14
Just incase you've all been wondering (which I can tell because of the wide range of replies this thread has been getting), I've tried installing and patching DBP from a fresh install each time, testing each patch along the way.

No joy.

Even with patch 4 where in the info it says:
Quote: "AnimationOptions in the X file format can now determine whether position animation is spline or linear interpolated "


Bender:Blackmail’s such an ugly word. I prefer extortion. The x makes it sound cool.
Fallout
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Posted: 11th Jul 2003 23:00
Do you have db classic? Try it out in there if you can set it up with IK joints instead, or whatever db used. All I know is, animation worked in db classic, but doesnt work for me in pro.

Machine: P4 2200, 1GB RAM, GeForce4 64MB, Audigy Platinum
http://www.breakbeat-terrorism.co.uk
(It's not all about the coding)

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