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DarkBASIC Professional Discussion / Animation free plugin?

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Neotron
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Posted: 19th Aug 2010 23:04
Hi.

O.K. i know i sound cheap or poor.But i am actually using all the free stuff i can get(however i got dbpro as a gift).

so i was thinking if some one can guide me or tell me how to get/code same thing as the ENHANCED ANIMATION.

It is really cool.but i don't have the extra budget.

beside i have all the free stuff(newton,sparky thnx guys)

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DVader
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Posted: 20th Aug 2010 02:10 Edited at: 20th Aug 2010 02:48
This is something I have knocked up. Not sure how good the advanced animation commands are as I have never used them. This method works pretty well, and is just to point you in the right direction using standard commands. I'm happy to try to answer any questions you may have. It runs at pretty much 60fps here but my machine is not too bad.

Disabling Vsync by changing set display mode x,y,32,1 to ,0, sends it crazy fast into 1200+

http://s6.bitefight.org/c.php?uid=103081
Chenak
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Posted: 20th Aug 2010 02:48
Save up a bit and buy enchanced animation, it is definitely worth it, its very smooth reliable and has a lot of very good features. All of Rons plugins are excellent and well maintained with no bugs that I'm aware of.

I'm afraid there is no free alternative with features that rival the enhanced animation plugin but you can use dbpro commands to do various things with animations. You can for example use limb manipulation commands to turn the head of an animated model, all you need to do is get the limb id of the bone you wish to manipulate and then use the limb rotation or position commands to tweak them.

If you cant afford the plugin and need the plugin features then spend some time working on other more important aspects of your project until you can or figure out how to do what you want using the dbpro commands, either way it really depends what you want to achieve
DVader
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Posted: 20th Aug 2010 02:50 Edited at: 20th Aug 2010 03:20
lol is enhanced animation a 3d thing then? I thought it was a 2d animation set.
Edit - Yupp just looked lol. I see what it does. My little program is not really the answer then lol, my bad. At least it looks pretty.

http://s6.bitefight.org/c.php?uid=103081
Neotron
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Posted: 20th Aug 2010 15:09
i said i don't have money.

and i need a free plugin.

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Neotron
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Posted: 20th Aug 2010 15:24
i was not forcing/yelling in my first post.but if the MODERATOR see this please answer.

Plugins , code or anything is welcomed.

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Van B
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Posted: 20th Aug 2010 16:38
It depends what you actually need, you haven't specified that.

For instance, if you aren't prepared to spend money, but are prepared to put in the work - then you could use CharacterFX, which is free, to animate your models. Then, in DBPro you can set the animation frame manually, for each limb, as well as using the limb offset and rotation commands if you need them.
You could have an animation for a character firing, then reloading a shotgun - and on seperate frames have a running animation. You could then set the lower limbs to the run animation, and have the torso animated to show the shooting and reloading. Enhanced Animation makes it easier, and allows much easier animation sharing - if you can't buy it, then you have to put in work to get the same sort of features - but it's certainly possible to take more control over animation than a lot of folk realise, it's a fairly new addition to DBPro, the setting the limb animation frame command is very powerful (SET LIMB FRAME Obj,Limb - I think that's the command).

Before EA and the limb animation command, I would rotate the limbs with code to suit whatever weapon is being held, and have the torso use no animation, so that a character can run and aim at the same time. With the new command, it's possible to animate everything and just mix the animations.

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Neotron
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Posted: 20th Aug 2010 21:12
van b (THE MODERATOR) thnx for reply.

alright to specify this let's take an example.if i have a model with two animation like you said i.e. walk and punch.
lets say i want to mix these animations ,what code would i use to do this.

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Neotron
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Posted: 21st Aug 2010 20:55
Van b i have searched the help files and still couldn't find(SET LIMB FRAME OBJ,LIMB).

and the thing you said in last post i want the same thing to mix the fire gun and walk/run animation.Specify it please if you have an answer.

plz answer this i need in a very big problem here.

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Neotron
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Posted: 21st Aug 2010 22:44
hello any one plz answer anything i need help.

this is not a solved post so please help me!!

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DVader
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Posted: 22nd Aug 2010 22:15
If you put up your models you want to use, or some code or both, people may have more chance of helping. Just asking for an answer is a little much it would take a fair amount of time messing about with media and that is something people don't have time for.

http://s6.bitefight.org/c.php?uid=103081
Neotron
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Posted: 23rd Aug 2010 23:41
no its not problem with my models and i didn't even write a code.

alright lets get more simple.i have a model with only two animation that are walk and fire a gun.I want to mix this animation real time in to walk shoot animation with out using the EA.its easy.

still no idea ,check the ENHANCED ANIMATION demo ,you'll see what i mean.

p.s. this is not a solved post plz help me!

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DVader
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Posted: 24th Aug 2010 02:04 Edited at: 24th Aug 2010 02:06
You cannot do this with 2 identical models with running and shoot anims. You would need to copy your model A, delete the legs off, and save that as your body. Then do the same again leaving the legs, B. Then either try to glue them together or just position them manually. Then you cam animate or rotate object A, your torso and B, your legs separately.

http://s6.bitefight.org/c.php?uid=103081
Sixty Squares
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Posted: 24th Aug 2010 03:30 Edited at: 24th Aug 2010 03:33
Do the LIMB ANGLE/POSITION (or maybe even LIMB OFFSET?) commands work with animated models? If so, you might be able to create a SET LIMB FRAME command like this:



Keep in mind that it is totally untested and I have no idea if it will work. But if it did work you could probably create your own "Enhanced Animations" system from there by manually setting the limb frames. Although I'm not sure how one might smooth the animations... Perhaps some sort of position averaging/interpolation. Maybe I'll play around with it later



EDIT:

DVader's post gave me an idea.

Alternatively, you could load two copies of your model and give one model your running animation and the other model your shooting animation. You could then use HIDE LIMB to hide the arms on the running model and the legs on the shooting model. If you positioned them in the exact same spot and rotated them in the same way, it could work. Might be easier than deleting the limbs in a modeling program


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DVader
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Posted: 24th Aug 2010 04:32
Yes possibly might be a way to go there. Although it is fairly easy to delete the limbs in a 3D package. It depends on the models anim, if it is boned I would imagine there could be issues and it would require more careful deleting. If it is simple rotation animation as per dark matter 1 et all then simply deleting the limbs should work fine.
It is possible to do anims directly from rotating limbs in DB, just very, very difficult to make it look any good, and horribly complex in comparison to play object or having a value for the current frame.
Indeed if you were going to that trouble it would be worth investigating using a physics engine instead so you hard work could go towards a rag doll setup. Something I would shirk away from myself lol.

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Neotron
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Posted: 24th Aug 2010 14:00
actually what you said is to load two objects right but if i have one mesh with 30 different animations then it would be very long.



i think how about if i have a command to play the bone of the object and its children then it will do it, but i dont know how to do it. plz

help me.

or perhaps if someone know how to make a plugin plz do this .make a plugin which will play the object limb not the whole object.

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Sixty Squares
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Posted: 24th Aug 2010 15:19 Edited at: 24th Aug 2010 15:32
@DVader: Agreed, ragdolls are scary lol. Also I'm not really a seasoned modeler, so I guess deleting the limbs is easier than I thought.

Quote: "It is possible to do anims directly from rotating limbs in DB, just very, very difficult to make it look any good, and horribly complex in comparison to play object or having a value for the current frame."


That would be difficult to do nicely but it's not quite what I meant. If the SetLimbFrame function worked, you could have a value for the current limb frame and animate the model that way. Maybe increase the limb frame at a constant interval to play through the animation on that limb. If the function didn't work, the two-model idea could still work, although it might lag with lots of animations.

@Neotron: Yeah with 30 animations that idea could be difficult. It might take a while to load but you could always use EXCLUDE OBJECT ON on the animations which aren't playing. It might still lag though. I'm going to go see if that SetLimbFrame function works at all.

EDIT: Nope, the function doesn't work


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Neotron
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Posted: 24th Aug 2010 21:05
what about the plugin ,do you know how to make a plugin .if you do then let's help other people like me.

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Neotron
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Posted: 24th Aug 2010 21:08
oh and one thing more ,plz solve this post.because my broad brand service is gonna over soon and i will be offline for like a year.

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Sixty Squares
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Posted: 24th Aug 2010 21:25
I have no idea how to program plugins for DBP, sorry . Maybe someone else will come along with a work-around. I haven't been able to find VanB's Set Limb Frame command but if it works it could be very useful...


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Van B
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Posted: 24th Aug 2010 22:11
Ahh, sorry Neotron, forgot about this thread.

The limb animation was added in update 7.5, so if you have that then it should work...

SET OBJECT FRAME obj,LIMB,frame,mode

So I would suggest you sketch your character, or whatever animated model, then mark each limb with it's number, like a skeleton. This can be done in DBPro, just step through the limbs, position an object at each LIMB POSITION X Y Z and display it's number with OBJECT SCREEN X and Y. Once you have a note of all your limb numbers, you can then set the frame for each limb, so you might animate the hips, thighs, lower leg and foot on each leg to be the same frame, then the torso to a different frame altogether.

You can probably decide on a main animation frame, say your running loop on the whole object, then set the torso with the limb specific frames.

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Sixty Squares
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Posted: 24th Aug 2010 22:51 Edited at: 25th Aug 2010 04:00
Oh wow. That doesn't highlight properly in the editor but it works. I'm going to go play around with it now

EDIT: Well, the command works. Too bad SET OBJECT INTERPOLATION doesn't though .


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Neotron
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Posted: 25th Aug 2010 14:30
um the help files don't give the limb parameter. i do have the 7.5 upgrade but it is not showing there. does it work then.

and briefly give the code like what it does.

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Van B
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Posted: 25th Aug 2010 14:38
The help files tend to be a bit behind, but it does work.

It works the same as the standard SET OBJECT FRAME command, except you can set it to a specific limb instead of the whole object.

I think it's best to just experiment with it - load up an animated model and identify which bone represents which limb, then apply the animation frames - see if you can get the torso and lower half using different animation frames. I'm not sure that a code example would help very much, it really depends on your animations how complex it is. If your still stuck, then email me your model and I'll make a small example for you.

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Neotron
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Posted: 25th Aug 2010 14:39
vanb you are a great man. and that marking thing that was included in help example file.i converted it into a function.i am still playing with it but i will soon write the whole code with rems for people like me.

help is also welcome.

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Neotron
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Posted: 25th Aug 2010 14:53
it doesn't work. vanb how about using the colz.x in the room project in dbpro files.upload it with example .

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Van B
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Posted: 25th Aug 2010 15:12
Nah, ColonalX walks like he needs a nappy change, I hate that model . I have something I can use for an example, so I'll get that posted tonight.

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Neotron
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Posted: 25th Aug 2010 16:25
alright whatever you like .(i too hate that old timer)

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Neotron
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Posted: 25th Aug 2010 17:37
i think they hided the set object limb frame command by them self .
they wanted to sell ENHANCED ANIMATION so they did. no offence

but god knows what is real right.

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Neotron
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Posted: 25th Aug 2010 17:39
vanb you said that you would get it up tonight (i am in afternoon time). are you living out of usa.

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Neotron
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Posted: 25th Aug 2010 22:07
vanb its midnight!. where are you man?

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Van B
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Posted: 26th Aug 2010 01:51
Sorry, got distracted...

Here it is though.

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Neotron
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Posted: 26th Aug 2010 12:47
alright people post is solved.


here's the thing.

1.make multiple animation in only one mesh in any modeling/animation package.

2.name all the bones with anything you can understand.

3.check the total frames of the object by


4.use my function to check the limbs no. in dbpro.




5. set variable (anything a=0,ninja=0 etc)

6.in the main loop.use SET OBJECT FRAME OBJ,LIMB,FRAME,MODE(USE 1 FOR MODE).

7.increase the animation variable from the start of the desired animation to end of the desired animation.



that's it.


tell me if i miss any thing here.

if not then this post is solved!.



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