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DarkBASIC Professional Discussion / Just wondering a few things

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BHoltzman
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Posted: 21st Aug 2003 13:01
I wanted to know if RealGameTools was still in business since I haven't been able to call up their site for some time now. I also wanted to know if DBPro can rotate the emiter for the particle system.
Can bone animations be combined into a single animation in DBPro? i.e. running animation combined with limping animation?

The last question is whether or not there are major bugs remaining in DBPro since patch 5?

Thanks,

Ben
David T
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Location: England
Posted: 21st Aug 2003 14:27
Quote: "DBPro can rotate the emiter for the particle system."




ROTATE PARTICLES
This command will rotate a particles object. Rotating the particles object will rotate every particle
currently existing as part of the particles object. To correct the behaviour of the individual particles
themselves, refer to the other particles object commands.

SYNTAX
ROTATE PARTICLES Particle Number, X, Y, Z
ROTATE PARTICLES Particle Number, Vector

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Dave J
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Posted: 21st Aug 2003 15:00
Interesting, I didn't even realise their site was down. o_O

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BHoltzman
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Posted: 22nd Aug 2003 08:08
Has Rotate Particles changed in a recent update? I remember trying to use it in an earlier version and it didn't rotate the emitter.

Does anyone know about the bones question?
Andy Igoe
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Posted: 22nd Aug 2003 10:05
http://www.realgametools.net/forums has not worked for a few months although the forums still work if you acess them directly.

From the last forum posting I saw from Guy he said he couldnt connect to the internet, perhaps he should have spent his money on a seconds hand PC with a modem rather than blow $9k and still not be able to get anything to work. This was all months ago, and he hasn't been seen since.

Not sure about the animation thing because I don't understand the question. Combining two different animations that are applied to the same limbs/vertices? Sounds a bit two disks in the drive to me.

Pneumatic Dryll
BHoltzman
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Posted: 22nd Aug 2003 11:12
I think the correct name for it is called Blended Animations.

It's kind of like having sliders that will combine different animations into one animation in realtime. Imagine having an animation of someone walking and an animation of someone running. You could smoothly adjust the slider from walking to running and then from running to running with a limp.

Some game development systems have this ability. Some don't. I just wondered whether or not DBPro had it.
Shadow Robert
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Posted: 22nd Aug 2003 11:19
Bone animations work but first rigging your character in a modeling program and exporting to either MDL (Compiled Half-Life Model) or DirectX (8.1 Skin&Bone Format w/o spline interpolation)

then you'll have the bones as limbs within the model itself when you do a 'perform checklist for limbs'
simply alter the bones position & orientation to alter the mesh.

Van B
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Posted: 22nd Aug 2003 11:31
Raven,
I wish that was the case, but you can only retrieve the limb positions, you can't alter the mesh by moving bones/limbs. If you need more freedom, I suggest chopping your model in half and animating the legs with running walking etc, and animating the top half with everything else. Very handy for first person shooters.


Van-B

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Shadow Robert
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Posted: 22nd Aug 2003 11:42
Well thats what Lee & Mike have both said about the Bone Mesh Animation feature ... personally i've never bothered with it because its pretty simple to make your own with the memblocks.
Not that it'll matter in Update6 anyways because they'll be an alternative method.

Van B
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Posted: 22nd Aug 2003 11:59
Well I hope so, because I need a ragdoll system and a boned model would be a lot better than a hierarchy one (especially if we could just position the joints where we want them - I'd be TGC's puppy if that was the case!).
It's been a while since I messed around with bone limbs, maybe it's something new I wasn't aware of, don't think so though.


Van-B

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M00NSHiNE
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Location: England, UK
Posted: 22nd Aug 2003 12:13
Hey Ive been meaning to ask this, is it possible to do ragdoll physics in Pro? Suppose it would be difficult.

"It's amazin' what you can do with a computer and access to t'internet"
OSX Using Happy Dude
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Posted: 22nd Aug 2003 12:53
Not without direct access to the limb/vertex information


Andy Igoe
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Posted: 22nd Aug 2003 15:17
I thought Ragdoll was a childrens programme on a river barge. Now your telling me this is physics and related to object animation? Last I saw it was a hand stuck up her arse.

Pneumatic Dryll
OSX Using Happy Dude
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Posted: 22nd Aug 2003 15:19
Your thinking of The Raggydolls... Dolls like you and me etc etc

Ragdoll is related to how objects move - specifically when they die, fall down stairs etc.


BHoltzman
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Posted: 23rd Aug 2003 05:29
Ragdoll Physics sounds very nice. Any idea on what else might be in the works? Like cloth or fluids, displacement maps, hair, fur or anything of the sort?

Also, the physics sounds like an expansion pack idea that Lee mentioned quite a while ago in an interview. Is update 6 going to be free? Or are we going to start paying for them?

Thanks,

Ben
BHoltzman
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Posted: 23rd Aug 2003 05:37
Lee might want to check out the beta images coming from ZBrush 1.6. It's a different rendering technology but the displacements are rendered in realtime. It looks absolutely amazing! If we could get that kind of detail into DBPro games without raising the geometry overhead by much that would be fantastic!

Take Care,

Ben
DMXtra
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Posted: 23rd Aug 2003 16:50
Upgrade 6 is free, just like upgrade 5, etc..

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