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DarkBASIC Professional Discussion / Question About Enhanced Animations Product

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GregA
15
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Joined: 21st Jun 2011
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Posted: 28th Jun 2011 16:56
With the enhanced animation product would I be able to extract data from the keyframe animation featre with enough granularity to make a structure like this work...




This is sort of pseudocode, but I think you can get the idea of what I am trying to do here... just change the OBJECT POSITION and OBJECT ROTATION commands to the proper commands to extract data from the keyframe animation structure...
baxslash
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Bronze Codemaster
19
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Joined: 26th Dec 2006
Location: Duffield
Posted: 29th Jun 2011 11:56
I'm not sure I understand what you are trying to do?

The EA plugin will not change the object position, just its animation state. It manually moves and rotates the object's limbs to match the animations in the original model.

If you are trying to make the physics mesh match the animated model it will probably depend on the physics system you are using whether this will be possible or not as the physics mesh will need to update as the model is animated.

Looks like you're using DP here and I haven't tried it using DP but you can get the object data using the enhanced animations commands "EnAn_oacGetLimbRotX(objectID, Limb)" | "EnAn_oacGetLimbPosX(objectID, Limb)" etc.

GregA
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Joined: 21st Jun 2011
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Posted: 29th Jun 2011 15:39
Yes...

If you look at my feature suggestion under DarkPhysics, I am basically making that.

Specifically, what I am doing is driving Kinematic physics objects with animation scrips rather than making a bunch of machines with constraints and joints and springs and whatnot.

I have enhanced animation now, and after reading through the docs, it looks like the only compromise will be needing to bake the animation scripts... And not being able to scale objects once they are in the physics engine.

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