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MikeS
Retired Moderator
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Location: United States
Posted: 21st Oct 2003 01:22
Any chance of implementing support for Inverse Kinetics in DBP?

Or maybe I'm mistaken and DBP doesn't like my Truespace5.2 .X files.

Maybe .X is the wrong format?

Since a lot of the top of the line modeling packages are using IK, why not implement it into DBP(if not already implemented), for it saves us modelers/animators loads of time. (heck, truespace has premade joints for humans!)

I'm just wondering if they're is any chance of adapting this feature into DBP, and if it is already in there how?

If nothing, I've found some good (very basic)tutorials on how to do this, and might give a go at a .dll if I'm up to it.(or maybe just send you some links.)

Hopefully you'll take this into consideration for patch 6 or even 7,
and I'll e-mail Lee about this later in the week.

Thanks for your time.



A book? I hate book. Book is stupid.
MikeS
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Posted: 21st Oct 2003 01:28
Hold that thought, I might've discovered something.

...

I'm going to do some testing today and tomorrow with some exporters, and might be able to get my animations in DBP. (Don't ask, kinda confusing. )

Alright, let that thought go.



A book? I hate book. Book is stupid.
MikeS
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Posted: 21st Oct 2003 04:27
I just found a plug-in that will export my animations to individual .3ds files. It will be a lot more programming, but overall it will save me loads of time animating.

I'll report back once I get some results.



A book? I hate book. Book is stupid.
Shadow Robert
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Location: Hertfordshire, England
Posted: 22nd Oct 2003 03:33
yellow this is interesting, must admit i've never used anything over tS2 and .3ds for DB and never for DBP - as gameSpace is using a similar if not identical DirectX mesh exporter, would be confusing and worrying that DBPs current major format and only real working Mesh Deformable format would have exporting problems from a package that they've kinda endorsed lately.

wednesday
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Posted: 22nd Oct 2003 04:22
I don't think many people have had success exporting from Truespace to .x format.

At the moment you need Gamespace to do this, but Caligari are working on a gamepak for Truespace users which should give the same functionality.
teffo
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Location: United States
Posted: 23rd Oct 2003 04:40
No success incorporating animation from TS6.6 to DBpro. Will work only if converted with 3D exploration $299!
It's too bad we have to spend another $299 USD to get animation to work.

Teffo

Breaking new Boundaries....
MikeS
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Posted: 24th Oct 2003 03:24
Yea unfortuantly. It's a shame too, and I wish I would've looked into it earlier as one less hassel to consider. Still havn't gotten a chance to test out my .3ds plugin.(school, sports, general programming, etc.)

Kinda disgusted with Truespace's exported animations. The modeling is great! Animation, well, I wish I could find out, lol.

@teffo
Do you know of any other exporters? I mean, 3D exploration is the king of all, but we may be able to find something else that'll work.

Anyways...Tomorrow's Friday which will give me some serious time to get some work done after school. Either way, I've found some IK tutorials for C++. Not easy to do, probebly take me about 3 months(since I'm not as fluent in C++ ), so don't get your hopes up, though it'll be worth a try for me. (If nothing, I'll have the code stored away for future use.)

A book? I hate book. Book is stupid.
wednesday
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Posted: 24th Oct 2003 04:56
I'm not sure you need the game engine to support IK, just the exporter itself.

Might be wrong, just a thought.
Dave J
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Posted: 24th Oct 2003 17:39
It would have to otherwise the engine wouldn't know what to do with the IK data.


"Computers are useless they can only give you answers."
MikeS
Retired Moderator
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Location: United States
Posted: 25th Oct 2003 19:46
http://www.theothersideworks.com/ts.htm

Problem solved. Apparently it looks like some other db'er has already beaten me to it. Very effective tutorial for users of Truespace.



A book? I hate book. Book is stupid.

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