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DarkBASIC Professional Discussion / "play object " command with scale

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Bjack55
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Posted: 14th Aug 2012 11:40
hi,
It's a simple problem but I don't remember how to solve it.
I usually use "play object" command to animate .x objects, this time I have to animate a resizing object and I know that "play object" doesn't work with rescaling animation.
What is the command to animate the object's rescaling ?
TheComet
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Posted: 14th Aug 2012 18:08
This is something I've been wanting to know as well. DBP seems to only support translation and rotation, but not scaling in animation keyframes.

TheComet

Your mod has been erased by a signature, please reduce him [overall] to no larger than 120 kg please.
Kezzla
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Posted: 14th Aug 2012 20:00
I don't understand. Are you trying to run the animation while the model is rescaling?


it works fine for me so I guess that's not it.

can you share a small example project(code only) that displays the problem?

Sometimes I like to use words out of contents
MrValentine
AGK Backer
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Playing: FFVII
Posted: 14th Aug 2012 20:55
I think I understand the issue somewhat...

Perhaps use the extended commands of PLAY OBJECT, utilise the frames numbers, if possible you can discover the current frame, and play that frame to the next frame and then scale and again sync and play, scale, sync, play etc...

If this works, I will feel like so happy

TheComet
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Posted: 14th Aug 2012 22:49
Nononono, the scale is inside the animation data.

TheComet

Your mod has been erased by a signature, please reduce him [overall] to no larger than 120 kg please.
Bjack55
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Posted: 14th Aug 2012 23:00
What I mean is:
I import a model from 3ds max in which there are the animation data (move, rotate and scale) if I use "play object" the animation is only move and rotate but the scale doesn't change.
what to do for animating the scale too ?
Scorpyo
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Posted: 16th Aug 2012 09:18
My 2 cents:

Those are usually 2 different types of animation i.e. joint rotation (rotate, etc.) vs. mesh deformation (scale through deform frames).

I'm not sure you can keep the two combined in the object.

Mesh deform through frames usually spits out an X mesh model for each frame thus ending up with huge X file sizes.

For scaling alone you must find an X exporter that allows mesh frames export.
Panda X exporter has a check option like export with frames, and that would do,but on my version it stays grayed out.

Not much help I know
cheers
TheComet
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Posted: 16th Aug 2012 09:24
The problem isn't exporting the model. The problem is playing it in DBP because DBP doesn't support models that have scaling animation data.

TheComet

Your mod has been erased by a signature, please reduce him [overall] to no larger than 120 kg please.
Bjack55
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Posted: 16th Aug 2012 10:29
Ok so there isn't a solution because the problem is in dbp.
What a pity !
Bjack55
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Posted: 16th Aug 2012 10:31
Ps I used panda exporter with 3ds maxto export the model
Scorpyo
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Posted: 16th Aug 2012 14:06
The Comet:


CHANGE MESH

This command will change the mesh of an object limb. You can use this command to animate an object
that requires a sequence of fixed static meshes. The parameters must be integer values.

Syntax

CHANGE MESH Object Number, Limb Number, Mesh Number

I remember very well that there was a chance to export X mesh animation as a single file with each limb being the same model but just modified in shape.
Unfortunately I don't remember how the export from the modeler was done.
And as previously said, the model file would turn out huge with too many limbs.
MrValentine
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Posted: 16th Aug 2012 15:00 Edited at: 18th Aug 2012 02:00
I put this together just now on top of something I made earlier yesterday, just in case it can make some sense of the scaling issue...

If not, just ignore it, but the original project will be on here soon for another reason anyway...



Comments and crits of my formatting welcome Hope this helps somewhat...

That Mesh idea looks like a sinner too... Any code to support the idea? I would love to test...

TheComet
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Posted: 16th Aug 2012 17:35
Oh come on, I really think I explained the problem enough. You're still missing the point!

The problem is not in the animation program.
The problem is not in the exporter.
The problem is not the file size or anything else.
I don't want to artificially create scaling animation with DBP work arounds (such as CHANGE MESH)

Now, imagine you're at the computer now. You have a .X file in front of you which you've created in a modelling program and exported. You have made a funny little animation of a fat guy eating a cake, which makes his stomach grow in size. Follow?

Alright. Now you double click that .X file so it opens up in the DirectX preview window. You see how the fat guy eats the cake and the stomach grows in size. Works fine! Just like in the modelling program.

Now you attempt to load the model into DBP and play the animation. What happens? The stomach doesn't grow! OH NO wth?!?

The stomach was created by scaling the limb and saving that keyframe so the stomach interpolates between being fat and huge. For some reason though, DBP can't play this kind of animation because it appears to not support scaling limbs in animations!

THAT is the problem.

Can enhanced animations play it?

TheComet

"if you don't understand recursion than you probably don't understand recursion." ~Jerico2day
Ortu
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Posted: 16th Aug 2012 18:13 Edited at: 16th Aug 2012 18:30
I'm almost certain I've done breathing animations by scaling bones before... i'll see if i can find one of the models and double check

edit - yeah found one, project and media attached. super old stuff, the model and animations are quite crappy but they do show scaling via keyframes.

Kezzla
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Posted: 16th Aug 2012 19:15
I don't think enhanced animations can do that, I think all enhanced animations does is take the existing rotation and position data and strip it from the model and then merge where required by the user.

I don't think it can add data that dbpro doesn't already have, so I don't think it can add scale data.

that is a shame.

you guys should suggest this for the dark basic elite thread.

It is the sort of thing that should be added into the new version say I.

Sometimes I like to use words out of contents
Bjack55
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Posted: 17th Aug 2012 12:26
Thank you very much. I think that this is the sort of thing to improve in the next versions but now I have scaled inside db pro the model and it works, worse than the animation but it's enough.
MrValentine
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Posted: 17th Aug 2012 13:39
How did you fix it?

Ortu
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Posted: 17th Aug 2012 21:52 Edited at: 17th Aug 2012 21:56
Am I missing something here? How is this not already supported? The model I posted has scaling animations which plays in dbp with no code needed other than loop object

Pincho Paxton
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Posted: 18th Aug 2012 01:51
I think your post only just appeared. I didn't see it before anyway.

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