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DarkBASIC Professional Discussion / Richard - MoCap Data

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OzBot
23
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Joined: 24th Feb 2003
Location: Sweden
Posted: 21st Aug 2003 20:24
Through my job I am able to get hold of Motion Capture data. Is there anyway I can use more than 1000 frames of animation per loaded model.

Is there a way I can seperate animation data from an onject and apply it in code.

I know how to get the MoCap data onto a model, then use the play and loop commands in DB but if I want to go over 1000 frames then this method won't work.

Also if I seperate the animation data then I don't have waste memory loading data for every model. I can apply one bit of animation code to more than 1 object. (this is what is done when porting for consoles to save on memory).

Any help on this would be great...
OzBot
23
Years of Service
User Offline
Joined: 24th Feb 2003
Location: Sweden
Posted: 21st Aug 2003 20:28
Also anyone from DB Team going to ECTS next week, I am attending for business reasons, it would be good to pop around and chat if you are exhibiting.
Regards,
Karl (OzBot)
OzBot
23
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Joined: 24th Feb 2003
Location: Sweden
Posted: 24th Aug 2003 01:34
what no reply, I guess it must not be possible heh
Andy Igoe
23
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Joined: 6th Oct 2002
Location: United Kingdom
Posted: 24th Aug 2003 02:03
I've never created an animation that long on a model, but have you tried Set Object Frame? That may provide more luck.

Pneumatic Dryll
OzBot
23
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Joined: 24th Feb 2003
Location: Sweden
Posted: 24th Aug 2003 11:10
Hmm, I give it a try, looks promising.
MoCap in DBpro will be excellent, you are all gonna see some smooth fluid animations...
cheers,
KZ..
OzBot
23
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Joined: 24th Feb 2003
Location: Sweden
Posted: 24th Aug 2003 11:36
But I am still going to need to be able to separate animation data from .x models and place it in code some how, otherwise everything I release (models) can be loaded into a 3d modeler program and the animation data can be ripped straight off and applied to someone elses model. As much as I would like to give people free animation data. The company I work for wouldn't look at it to kindly.
I have to apply the data in code, and not load an animated model.
Hopefully Rich or Lee might know how this is done if not so be it.
regards,
KZ
Andy Igoe
23
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Joined: 6th Oct 2002
Location: United Kingdom
Posted: 24th Aug 2003 19:36
Inlucde the media in the exe, or if there is too much use .rar to memory protection or something similar to that.

There are numerous ways to protect your media, seperating animation data out of an object file is just asking for a headache, just protect the model file.

Besides I think few of us here would rip animations, it's half decent models we want! Animations be damned we're after your mesh and your textures!

Pneumatic Dryll
OzBot
23
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Joined: 24th Feb 2003
Location: Sweden
Posted: 24th Aug 2003 21:27
I have never got DBPro to include any files in the Exe. It use to work a treat for me in the original Darkbasic.
Is there anything special I have to do in DBPro?
I always get an error message saying
"The Compressed (Zipped)Folder is invalid or corrupt."
I carry on regardless and try to include media by selecting the media directory I want to include (objects) but it never works, when I compile the Exe.
Have you or anyone else reading this been able to do it in DBPro, if so how?

cheers in advance,
Karl
Andy Igoe
23
Years of Service
User Offline
Joined: 6th Oct 2002
Location: United Kingdom
Posted: 24th Aug 2003 21:31
Updating the editor to 1.09b increases the sucess rate, but if you have a (sadly reasonably small) certain number of media files it starts failing and it does not seem to work if you include some and exclude others.

I could not get editor 1.09b to highlight keywords with patch 4.1. I have not yet tried patch 5.

There are other options though, such as storing your files in a passworded .rar and extracting to RAM.

Pneumatic Dryll

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