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DarkBASIC Professional Discussion / Need help using one animation set for all models..

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KISTech
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Location: Aloha, Oregon
Posted: 7th Apr 2011 00:12
Ok, so like many I have this vision of using FPSC model pack 53 to make a game. Great models, etc, etc...

Each model has a BOAT LOAD of animation data, and they are all the same animations.

To conserve a HUGE amount of memory, is there a way to load the models without animations, then load just one copy of the animation data and use those animations on the models?

KISTech
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Location: Aloha, Oregon
Posted: 7th Apr 2011 00:21
After doing several more searches, I found a reference to the Enhanced Animation plugin.

I'm assuming this would be the only way to do it.

Rich Dersheimer
AGK Developer
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Location: Inside the box
Posted: 7th Apr 2011 01:14
The Enhanced Animation plugin would be ideal, if it worked. Some of the model packs (21 in particular) have models that are NOT compatible with Enhanced Animation. And some packs have models that WILL work, but you have to know the right limb to assign the animation to. EA does have a command that lists the limbs for you, though.

KISTech
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Location: Aloha, Oregon
Posted: 7th Apr 2011 01:28
Wouldn't that be an inconsistency with the models rather than the plugin? Not saying it couldn't be tweaked to be more compatible and friendly, but there does seem to be a bit of a range of inconsistency with FPSC model packs.

I ordered the plugin, so hopefully I'll be able to get it working for pack 53. I tried loading all the models at once, and the program silently closed when it ran out of RAM to expand into.

Hopefully stripping these down to just the models, and one set of animations will resolve the memory hogging issue.

I wish the purchase process wasn't so "manual". It seems silly to have to wait for a person to manually verify a payment these days when there are automated checks in place to ensure that you get paid. I mean, isn't that what computers are for? To reduce the manual workload?

Rich Dersheimer
AGK Developer
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Posted: 7th Apr 2011 19:10
Quote: "Wouldn't that be an inconsistency with the models rather than the plugin?"


Yes, exactly. I wasn't trying to imply that EA didn't work, just that some models don't work with it. When the models DO work with it, it really works well, saves lots of memory, and transitioning from one animation to the next is great.

KISTech
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Location: Aloha, Oregon
Posted: 7th Apr 2011 22:52
I just finished integrating EA into my game and WOW, once you find the right limb to animate from, which only took about a minute, it's very easy to work with and works very well.

baxslash
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Posted: 7th Apr 2011 23:46
I had the same problem. Shame I didn't see this thread earlier, could have saved you some time finding limb 2 was the best limb to start with ;P

I never had any problems with EA... love it.

KISTech
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Posted: 8th Apr 2011 05:57
Hmm.. For model pack 53 (Task Force 341) it was limb 3...

I just added the code in my model viewer to increment the limb number that it applied animations to and when it reached limb 3 it started animating the model. Took about a minute.

baxslash
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Posted: 8th Apr 2011 10:46
Oops, just checked my code and you're right. Memory blip...

Ron Erickson
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Posted: 8th Apr 2011 16:31
I am glad you got it working.
The reason that some models require different root limbs is because in some models, the first couple of limbs are dummy limbs. The reason the animations will play with the standard DBpro commands is because DBpro applies the animation to all limbs in the model. EnAn works differently. You tell it what limb you want the animation to be applied to and it will apply the animation to that limb and any child limbs.
If you just apply the animation to limb 1 of a model and limb 1 happens to be a dummy limb, then it is doubtful that the animation will play because more than likely, the rest of the important limbs aren't children of that dummy limb.

Quote: "The Enhanced Animation plugin would be ideal, if it worked."

It does work. I am unaware of ANY models that it doesn't work with. That wasn't always the case. There are so many different variations of how animations are stored, it took a LOT of effort to get everything working properly.
I followed the links that you posted. It seems like there might be problems with a couple models in model pack 21? If so, send me a "problem" model and I will have a look at it. I ALWAYS respond to my e-mails. There was someone in that thread that said he e-mailed me 3 times and I didn't respond. His e-mails either went in my spam box or he sent the e-mails to the wrong address. I think you could ask on the forums if I am supportive of my products and you would get an overwhelming YES!

Ron

a.k.a WOLF!
baxslash
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Posted: 8th Apr 2011 16:37
Quote: "I think you could ask on the forums if I am supportive of my products"

YES!

...and as I said
Quote: "I never had any problems with EA... love it."



It certainly helped with "The Last Stand" (and paid for itself in the process as I won $1000 for that game) and I'm using it with this model pack on the sequel.

Ron Erickson
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Posted: 8th Apr 2011 17:03
Good to hear baxslash. Hearing that people are making cool things with the help of something that I put a lot of effort into is more rewarding than any cash that I've made by selling it. With that said, the cash is always nice too!

a.k.a WOLF!
baxslash
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Posted: 8th Apr 2011 17:12
Quote: "With that said, the cash is always nice too!"

Oh yes

It will really com in useful in this version as I'll be using the walking animation while using the shooting / flinching / using radio etc animations in this pack.

I'm sure you will be enjoying implimenting the animations from this pack too KISTech!

Remind me though Ron, can you strip animations in reverse (IE. walking backward) by having a "start" value smaller than the "finish"? I just remembered I need to do something like this...

Sorry for the slight hi-jack KT!

KISTech
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Posted: 8th Apr 2011 17:37
Quote: "Sorry for the slight hi-jack KT!"


The more we share, the more we learn.

Ron Erickson
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Posted: 8th Apr 2011 17:58
Quote: "Remind me though Ron, can you strip animations in reverse (IE. walking backward) by having a "start" value smaller than the "finish"? I just remembered I need to do something like this..."


No. I don't think you can extract animation like that. It has been a while since I've been in that part of the code though, so I'd have to look to be sure.
Instead, you can just play the animation at a negative speed. That is how I intended to allow reverse animations. Try that!

Ron

a.k.a WOLF!
baxslash
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Posted: 8th Apr 2011 18:03
Aaah yes. I think that's how I did it before... been a while since I tried it but that sounds right!

Thanks Ron, and KISTech for allowing a small hi-jack

KISTech
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Posted: 8th Apr 2011 18:10 Edited at: 8th Apr 2011 18:11
You could also use EnAn_oacSetFrame and step through the frames backwards for that particular sequence.

By the way, LOVING model pack 53. It's a lot of fun!! I was like a kid in a candy store when I saw the animation for holding/firing a rocket launcher.

..and Ron, fantastic plugin. Works like a charm. No hiccups at all.

baxslash
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Posted: 8th Apr 2011 18:33
Quote: "By the way, LOVING model pack 53. It's a lot of fun!! I was like a kid in a candy store when I saw the animation for holding/firing a rocket launcher."

Yeah, me too but the one that got me was being able to fire up/down just like Resident Evil 1. Blowing zombie heads / legs off is on my wish list for "The Last Chance"...

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