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DarkBASIC Professional Discussion / Object animation save/load

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mr Handy
18
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Joined: 7th Sep 2007
Location: out of TGC
Posted: 28th Aug 2012 12:35
Hi! AFAIR there was commands in DBC to save/load object animation only. Is it possible in DBP?

mr Handy
18
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Posted: 29th Aug 2012 01:02
Only info that I have found - all commands are obsolete and I must buy enchanced animations. Or there is another way?

Rudolpho
20
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Joined: 28th Dec 2005
Location: Sweden
Posted: 30th Aug 2012 01:52
Enhanced Animations does that, yes. Don't think it's possible otherwise; the built-in animation support is pretty weak.
I'd advice you to get Enhanced Animations; the main selling point is that it provides animation playing at speeds that aren't dependant on your framerate, hence making it possible to alleviate the obviousness of lagging a lot. It also allows you to animate separate limbs differently at the same time as well as editing and re-saving animations.


"Why do programmers get Halloween and Christmas mixed up?"
mr Handy
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Posted: 30th Aug 2012 19:28
Thanks. It is a good plugin, I see.

Mage
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Posted: 6th Sep 2012 07:56 Edited at: 6th Sep 2012 08:02
Quote: "Enhanced Animations does that, yes. Don't think it's possible otherwise; the built-in animation support is pretty weak.
I'd advice you to get Enhanced Animations; the main selling point is that it provides animation playing at speeds that aren't dependant on your framerate, hence making it possible to alleviate the obviousness of lagging a lot. It also allows you to animate separate limbs differently at the same time as well as editing and re-saving animations.
"


It's a great plugin but I have to disagree somewhat. Interpolation is a major selling point too, and frame rate independent animation (while present) isn't a selling point.

You can have frame rate independent animation with built-in commands. Just use one of the better timer based movement examples on the forum and apply it to the Set Object Speed command.

Also I recommend (if using built-in commands) to handle animation manually with set object frame. Yeah you need to setup a little system to manage things but it's a huge advantage. It lets you update and draw the screen without animating objects or selectively animating them. Like having an animating pause menu with the game frozen in the background.

Enhanced Animations is more difficult to use but yes it can't be beat. Also since you skip loading object animations, you can do things like spawn enemies in your game and not have it freeze for half a second while the object loads.

One more thing...
Although you cant easily save object animations, you can load them with the built-in append object command.

mr Handy
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Joined: 7th Sep 2007
Location: out of TGC
Posted: 6th Sep 2012 16:05
Quote: "Also I recommend (if using built-in commands) to handle animation manually with set object frame."

I know some games that using LOD for animation - objects at distance are updated every second only. Will it improve perfomance in DBP?

Quote: "Although you cant easily save object animations, you can load them with the built-in append object command."

APPEND OBJECT
This command will append all animation data from an X file into the specified X file object.

Dark Basic Classic had a command, I believe it's SAVE OBJECT ANIMATION, that would take any keyframe data you added to a loaded model and save the animation in an external file which could then later be loaded and APPENDED to your model and played.

I can't check now, but will that cheat work? I have DBC.

Mage
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Posted: 6th Sep 2012 20:12 Edited at: 9th Sep 2012 04:28
LoD animation? Yeah you can get some benefits but the real boost is skipping culled objects animation.

As far as using DBC to convert objects is concerned... if you are using X format it wont work since it an older format. Using DBO might work but i doubt it.

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