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DarkBASIC Professional Discussion / How will Panda DX Exporter give out animated .X files?

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Quel
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Posted: 30th Aug 2010 17:39
I've literally browsed through the complete forum here to find the answer, and the least bit of solution for exporting bone animation to DBPro always was like "i once knew a guy who's friend's dad saw somebody from the other side of the road doing it... but i'm not sure"

...maybe it was A-A-A-A-a-a-l-ll a dream...

Seriously, this is the most i could find from ~2002 to this day.

HOW, What are the steps to make a static mesh's vertices finally moving with bones? It was already a pain to find the correct adjustments - let's just talk about Panda Exporter until the very moment somebody may points out that PANDA EXPORTER is incapable of doing it - for separate linked objects to be animated in DBPro, but i was able to find it on my own. But this topic is just driving me nuts, everywhere it is "yeah it's possible for sure!" and then "i don't know how"!

So here is the short situation: there is a pro 3d graphics artist, who knows how to model/rig/skin (somebody tells me to weld vertices, i'm getting him or her through the ocean, i swear), who has given up for quite some time to experience with his models, and now want to move just a single vertex, of a single box in DBPro using 3DsMax to rig, and export.

HOW DO YOU DO IT?
HOW DO YOU DO IT?
HOW DO YOU DO IT?
baxslash
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Posted: 1st Sep 2010 15:08
You could use native vertex manipulation commands in DBP for something as simple as that.

Panda Export would require that you make a bone specifically connected to that one vertex and then export the model. I think if you export everything except the bones it will take any bone animations with it.

DVader
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Posted: 1st Sep 2010 16:00 Edited at: 1st Sep 2010 16:00
There is a tutorial in the models section about using 3ds max and panda exporter which I remember covering bones. It may be worth searching for it. Having used panda myself with varying results, I do know there is an option to export bones. I haven't tried it yet as I am no great shakes at that sort of thing. All the latest models I have purchased have bone animation working ok with them, but of course I couldn't say what they were made in originally.
I believe Blender works quite effectively with DB, but always struggle to use it for anything more than basics.

http://s6.bitefight.org/c.php?uid=103081
Quel
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Posted: 1st Sep 2010 20:06
I mentioned the cube's vertex topic as experimenting, i would need complex stuff to be animated, so the internal vertex manipulation is completely out of the question here.

Sensed a little bit of misunderstanding, but maybe that's just me: the topic is about bone animation, to animate characters, while not using the really really out of date limb animating solution. I'm not talking about moving bones, instead moving characters, surely having bones inside, but who cares. I guess an average player wanna rather see the character.

Thank you DVader, i'm gonna look for that one.

Any other help is very much appretiated.
baxslash
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Posted: 1st Sep 2010 22:24
Quote: "Sensed a little bit of misunderstanding"

Me too...

Quote: " I'm not talking about moving bones, instead moving characters, surely having bones inside, but who cares."

Aren't you? What's all this talk about:
Quote: "exporting bone animation to DBPro"
?

What exactly are you trying to do? Please understand that I am just trying to help.

Brendy boy
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Posted: 1st Sep 2010 23:10
if you want to animate a character in 3d studio max you need to create a biped first, adjust it to fit your character size and proportions. Then apply a physique modifier to your character.
These are simplified steps. Is that what you need?

Or do you want to know how to set up panda exporter properties to properly export allready animated character to dbpro?

Quel
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Posted: 2nd Sep 2010 02:07
Yes, exporting is the issue. It just won't move with play, loop, set object speed / frame, nothing moves an otherwise animated object for me, so i guess the problem is outside of DBPro.

Though the limb based animation is also F-d up since there is the SET OBJECT FRAME command, right? There you should give the frame number to jump on. I have an animation from 0-100, but on the 100th frame, nothing changes. Guess what, i accidentally typed in once a too high number to INC the variable with, and what should come at frame 100, comes at 'frame' 15.000!

What-the-hell is going on...

Anyway yeah, do you know anything about the options needed to be set in Panda for bone anim exporting?
Quel
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Posted: 2nd Sep 2010 02:14
I don't really get this - Baxslash -, Everybody uses TGC's pre-made models for everything here, or why does the title "bone animation" bring this much confusion?

...this is a dark basic forum, why would i ask about modeling techniques. (not mentioning i really clearly wrote down this for the first time) Please don't let me know about rigging basics again, guys...
Brendy boy
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Posted: 2nd Sep 2010 02:39
here are 3 screen shotswhich show how the options need to be set up.
2nd sreen shows the tab where you need to add animations you want to export and for every animation you need to specify starting and ending frame

Quel
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Posted: 2nd Sep 2010 03:12
Thank you my friend, i couldn't dream of this kind of a straight help! However right now i can't try it out, till that, please could you confirm that with these you actually have the animation playing in DBPro? That way i would know it is my fault if doesn't work. (though i see there are some combinations of adjustments i didn't try as i remember, so i hope it's gonna change things, thanks again pal!)
Brendy boy
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Posted: 2nd Sep 2010 03:15
yes, if you set it that way it definitely works, i use it with 3d studio max 7

Quel
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Posted: 2nd Sep 2010 05:44
Wow, same Max as well, okay then this better be working for me too...
baxslash
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Posted: 2nd Sep 2010 10:42
Quote: "I don't really get this - Baxslash -, Everybody uses TGC's pre-made models for everything here, or why does the title "bone animation" bring this much confusion?"

OK, firstly what's with the hostility? Everyone here is trying to HELP you...

Secondly my advice was sound, I was telling you not to export the model from 3DS Max with bones selected (using Panda), if you export with bones selected the animation does not export with the model. Also, for the example you gave (a cube with one moving vertex) the vertex manipulation commands are perfectly valid!! You didn't say it was a 'simple' example, you said it was 'the short situation'...

Thirdly you need to work on your "thank you".
Quote: "this better be working for me too..."


Daniel wright 2311
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Posted: 2nd Sep 2010 10:48 Edited at: 2nd Sep 2010 10:49
here is a guide on how to properly export your modles, I use thease setting all the time and never have any problems.

http://www.thegamecreators.com/?m=view_product&id=2001&page=CharacterStudio

Quel
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Posted: 2nd Sep 2010 11:39
Baxslash you're totally misunderstanding my tone of 'voice', i mean writing, there wasn't any high tempered lines i wrote toward you or anybody. Okay, the very first was some came from the anger i spent more than a day, precious time, to find nothing about this topic, but that mood of mine is long gone now... i totally didn't want to harm anybodies feelings here.
Quel
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Posted: 2nd Sep 2010 11:43
oh my god, it was there all along...

Not that the settings i can see there totally vary from the ones i used before, but somehow choosing binary with compression never occured to me, gonna check if that was the problem.
baxslash
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Posted: 2nd Sep 2010 11:54
Quote: "Baxslash you're totally misunderstanding my tone of 'voice', i mean writing, there wasn't any high tempered lines i wrote toward you or anybody. Okay, the very first was some came from the anger i spent more than a day, precious time, to find nothing about this topic, but that mood of mine is long gone now... i totally didn't want to harm anybodies feelings here. "

Maybe I mis-read your tone, sorry if that's the case. It just seemed like you were getting annoyed without actually reading what I wrote.

If this is purely about exporting from Max this is in the wrong forum anyway, you might get a better response here:
http://forum.thegamecreators.com/?m=forum_read&i=3

Booma
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Posted: 2nd Sep 2010 11:59
Quel
try to use Deep Exploration. This program not free but has good converter. Save your scene in 3dmax format and after that open *.max file in Deep Exploration. Test your model and animation and convert to *.x
Quel
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Posted: 2nd Sep 2010 12:35
Believe me baxlash it is the more places, the best, because i kinda feel nobody really ever got the help for this topic before, though this is such an important issue for making decent games.

Deep Exploration even has converter functionality? Wow gonna check that out too, thank you!
baxslash
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Posted: 2nd Sep 2010 12:42 Edited at: 2nd Sep 2010 12:42
Quote: "Believe me baxlash it is the more places, the best, because i kinda feel nobody really ever got the help for this topic before, though this is such an important issue for making decent games."

Really? I haven't read them all but doing a forum search for "Panda" gave me 67 results...

3 were including the word "exPANDAble"
1 was a game called "Birthday Panda"

...but the rest were ALL about exporting using the Panda exporter for Max...

Maybe I'm too lazy to check them all but I'm not writing another Panda plugin post in the wrong forum...

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