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DarkBASIC Professional Discussion / X model format exporting from 3ds max 2009

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Ratmanxx
15
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Joined: 26th Oct 2010
Location: Hungary
Posted: 24th Nov 2010 20:35
Hi everyone!

I need a little help. I'm new to DB pro a little bit, and I need help. If an animation's speed set to 100 in DB Pro that means it's normal speed, right?

So I exported an animation from 3ds max 2009 x64 with Panda DirectX exporter, and I'm not sure about the animation settings. I made a model viewer in DB pro, it works with X only with cel shader, so it is a model tester, and the animation speed at 100 in DB pro is slooooooow...

At 1500% it looks like the normal speed...
The program runs at 60 FPS.
What do I need to do to export the animation in the correct speed?
Green Gandalf
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Joined: 3rd Jan 2005
Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 24th Nov 2010 21:30
Quote: "At 1500% it looks like the normal speed"


Then why not use that?
Latch
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Posted: 25th Nov 2010 03:59 Edited at: 25th Nov 2010 04:04
@Ratmanxx
Hello,

Here's something to consider when you are making the animation is the keyframe settings. The keyframes generally set a final pose at key points in an animation and the frames in between the keys are interpolated (calculated based on a certain increment or change). If a character is throwing a punch for instance, and the start of the animation with the fist cocked at shoulder level is at keyframe 1, and the final keyframe with the arm fully extended with the fist far out in front of the body is at frame 100, then it will take 100 frames to get from start to end. At 50 frames per second, it would take 2 seconds to make the punch. So you either have to increase the frame rate, or make you keys closer together and smaller so the punch seems more naturally timed.

So in the above example, if we quarter the keyframes: 1 for the start of the punch and 25 for the end, at 50 FPS the animation of the punch will happen in .5 seconds - a lot faster than the orignal.

By setting the keyframes closer together, we reduce the overall number of frames. The detail of the interpolated frames if the final keyframe was at 100 would be lost, but the movement would be more in sync with throwing a punch. To get your animations to run at the speeds you want, these are the kinds of things you'll have to consider.

If 100% in DBPRo means that the animation runs according to the frame rate of the program, then you should consider what frame rate you will run your program/game at and build the animation and keyframes with that in mind. It doesn't have to be set in stone, but it gives you a base to try and maintain, for the sake of consistency. Once you have your base, you can adjust the speed with the speed settings when the animation is playing so that it looks right. If you are having to make too large of an adjustment in the speed, try retooling your animation keyframes.

If you are converting a motion capture file, then the timing has been programmed into that and you may not be able to easily adjust your keyframes. In fact, there is likely no or little spacing between keyframes and all of the frames are sequential from 1 to whatever. I think there's a rescale time function in 3dsmax that will allow you to change your animation timing, but I'm not sure. I remember reading about it at some point.

Enjoy your day.
DVader
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Joined: 28th Jan 2004
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Posted: 25th Nov 2010 04:46
One thing to check for in 3ds max is the frame rate of the animation. Set it to match your db fps. You may have left it at a lower rate (I think or it may be the other way round, tis late and I'm tired lol).

http://s6.bitefight.org/c.php?uid=103081

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