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Dark GDK / One mesh mulitple skeleton\bones

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Neotron
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Location: I am in an underworld , making a E.Army
Posted: 10th Jun 2011 12:50
Hey guys,
Ok so don't go around messing with my title here and don't link me to any thing other related to this question.

So the question is " Is there a way that i could export .x mesh ( man model) with separate torso and legs.

Like the man is exported fully and the torso and legs are different objects that i can animate to animate the mesh.

Or can there be a way to control the animation on a bone level ( no i CANNOT afford enhanced animation).

Code is welcomed but make it easy to understand. No OOP , and sorry for my bad english. Thnx in advance.

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Neotron
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Location: I am in an underworld , making a E.Army
Posted: 10th Jun 2011 12:59
Sorry guys just read my post again and i thought i was not explaining good. Can i animate a mesh in DarkGDK with two separate skeleton systems divided in half?

Allah is the best!
May he forgive me and the extremist MOD who removed my sign.
_Pauli_
AGK Developer
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Posted: 10th Jun 2011 13:24
You can use this command to animate separate parts of your model independently:



The iLimb is the ID of the bone you want to animate. Don't know what iMode is for though...

Neotron
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Posted: 10th Jun 2011 13:35
NO WAY!!!! i was searching for that command for like 4 months!

Where is it? in the new update? how did you find it?

Allah is the best!
May he forgive me and the extremist MOD who removed my sign.
_Pauli_
AGK Developer
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Posted: 10th Jun 2011 14:09
Yes, you have to download the latest update from the top of the DarkGDK board.

There are some more things added or changed, but mostly undocumented. If you need more info on that, you have to look at the DBPro change log thread and find the corresponding DBPro version for the latest DarkGDK release.

Neotron
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Posted: 10th Jun 2011 14:27
Nope its not working with the October 2010 upgrade version.
Can you please be more specific.

Allah is the best!
May he forgive me and the extremist MOD who removed my sign.
No offence don't remove it. Plz , PEACE!
_Pauli_
AGK Developer
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Posted: 10th Jun 2011 14:59
Well, I meant this version. It's the same that I have installed!
But I didn't test this command yet, I'm quite busy right now...
Maybe have a look at the Bug Reports board.

Neotron
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Posted: 10th Jun 2011 16:24
Nope this doesn;t help. Can anyone else know this answer to the problem?

Allah is the best!
May he forgive me and the extremist MOD who removed my sign.
No offence don't remove it. Plz , PEACE!
Neotron
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Posted: 10th Jun 2011 19:50
Bump!

Allah is the best!
May he forgive me and the extremist MOD who removed my sign.
No offence don't remove it. Plz , PEACE!
Neotron
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Posted: 11th Jun 2011 15:20
Ummm if someone can tell me how did pauli even know that the command works , i have tried everything.

Allah is the best!
May he forgive me and the extremist MOD who removed my sign.
No offence don't remove it. Plz , PEACE!
Mireben
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Posted: 11th Jun 2011 22:25
Maybe I found that command for you!
I checked the DB Pro 7.5 release notes and sure enough, it says:

Quote: " * Added parameter to SET OBJECT FRAME obj,LIMB,frame,mode (used for per limb animation frame control)
* Modes above are 0=normal, 1=override limb animation, 2=disable animation altogether"


But then how come it's not in the source code? I searched the source again and found this function:



So the "wrapping" function has not been added but the executing function is there... If you add this header to your program, it will compile. I haven't tested if it works, try it out! I think mode 1 (override) is what you need.
Mireben
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Posted: 11th Jun 2011 22:49
P.S. Yes, it works! I managed to override the frame of three limbs of a model during animation. I hope it will work for you too.
Neotron
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Posted: 12th Jun 2011 00:13
Hey Mireben ,thnx man , i am testing it right now.

Allah is the best!
May he forgive me and the extremist MOD who removed my sign.
No offence don't remove it. Plz , PEACE!
Neotron
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Posted: 12th Jun 2011 00:19
Hey it worked perfectly , super thnx man , i will pray for you.

But where is this "source" that you talked about?
Also how did you knew that the command was there?

Allah is the best!
May he forgive me and the extremist MOD who removed my sign.
No offence don't remove it. Plz , PEACE!
Mireben
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Posted: 12th Jun 2011 12:06 Edited at: 12th Jun 2011 12:54
The Dark Basic Professional / Dark GDK source code is public, it has been open-source for a while. You can access it here:

http://code.google.com/p/darkbasicpro/

It is possible to browse the code right on the site if you click Source and Browse, although it's very slow, and you can also do a search for a function. If you install a Subversion client, you can download a snapshot of the whole thing. I have a snapshot from last September, not much different from the current one, I think, so I can easily search in place on my hard disk. Most of the interesing code is in the "shared" subdirectory, since DB Pro and Dark GDK have a common code base. Some people even tweaked and recompiled the libraries for themselves, I haven't got as far yet, but it's possible, since it's open source.

To find this function, I checked which other functions are called by the different versions of "dbSetObjectFrame". As far as I've noticed, usually the "db" functions are wrappers to other functions and it's the other one (or even the third one) that does the business. So I checked also the executing functions related to animaton frames, and there it was. Since Pauli was so sure that it works, I made a bit more effort to find it.

By the way I'm a woman but it doesn't matter. I'm glad when I can help, and I also learn more about Dark GDK in the process.
Matty H
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Posted: 12th Jun 2011 13:53
This is a really helpful post, I can't believe a command as useful as that is so hidden away

I wonder if DBPro users have access to this command?

Neotron
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Posted: 12th Jun 2011 14:53 Edited at: 12th Jun 2011 16:17
And thnx again for that detailed info. Thank you ma'am

Allah is the best!
May he forgive me and the extremist MOD who removed my sign.
No offence don't remove it. Plz , PEACE!
Neotron
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Posted: 12th Jun 2011 15:02
Well i checked the source and found that the video commands (animations) are there too. If i can add these commands to my sdk will it make my darkgdk open video files too?

Allah is the best!
May he forgive me and the extremist MOD who removed my sign.
No offence don't remove it. Plz , PEACE!
Mireben
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Posted: 12th Jun 2011 15:27 Edited at: 12th Jun 2011 19:21
Maybe, I never tried to play videos with Dark GDK. I remember that there was some problem with it but I don't know if it has been fixed or not.
Matty H
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Posted: 12th Jun 2011 15:52 Edited at: 12th Jun 2011 15:52
Quote: "Well i checked the source and found that the video commands (animations) are there too. If i can add these commands to my sdk will it make my darkgdk open video files too?"


I was reading something about this a few weeks ago, if I remember correct then I think that this functionality was dropped from DirectX, DBPro probably started out on DX8 or even earlier so maybe thats why they are there.

I'm not 100% sure on that so you may want to look into it.

_Pauli_
AGK Developer
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Posted: 12th Jun 2011 15:59
Quote: "I think that this functionality was dropped from DirectX"


Yes. I guess that DBPro/DarkGDK used to do video playback via DirectShow, which isn't part of the DirectX SDK anymore and has been moved to the Windows SDK.

Anyway, great to know how to get limb animations working! Thanks Mireben!

WLGfx
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Posted: 14th Jun 2011 04:34
I am going to remember this post as Mireben has pointed out some pretty useful information relating to searching for missing commands and implementing them. Thanks...

Warning! May contain Nuts!

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