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DarkBASIC Professional Discussion / using animated objects in dbpro from blender

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Mikeygd3
12
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Joined: 18th Dec 2013
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Posted: 14th Jan 2014 04:34
okay so i couldnt get my anim .x objects to play in dbpro. until i didnt use rigging and bones and i just made the object move up and down, then it played in dbpro. so why cant the rigging work?
Derek Darkly
14
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Joined: 22nd Sep 2011
Location: Whats Our Vector, Victor?
Posted: 14th Jan 2014 22:16
Which version of Blender are you using?
I think only 2.49 will successfully export animations.

Chafari has more knowledge on this than I.

NOTE: You may want to stop making new threads about this.
You can post new questions in your original thread.


D.D.
Ortu
DBPro Master
18
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Joined: 21st Nov 2007
Location: Austin, TX
Posted: 14th Jan 2014 22:45
the 2.5 and 2.6 series can export fine, kira's thread (he wrote he exporter) is here http://betaforum.thegamecreators.com/?m=forum_view&t=166987&b=3&p=4 and has all the info you need.

briefly though, you need to make sure that all vertices are assigned to at least one bone, and all bones must be assigned at least one vertex. you should apply (ctrl a) scale and rotation before exporting. mesh should be parented to the armature and bones should be animated by setting keyframes, you will need to set the option to export animations when exporting.

Mikeygd3
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Joined: 18th Dec 2013
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Posted: 15th Jan 2014 00:16
[img]C:\Users\MIGUEL\Pictures\GOLEMMM.PNG[/img]
would these have a problem?
Mikeygd3
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Posted: 15th Jan 2014 00:17
this
Ortu
DBPro Master
18
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Joined: 21st Nov 2007
Location: Austin, TX
Posted: 15th Jan 2014 03:12
all bones dont have to be connected, but i think they do need to be part of the same armature, and also need to have a vertex assigned. also, if you are using them as controllers for constraints or inverse kinematics, the .x format doesnt really support this, you can probably use these for positioning, but make sure to set keyframes for each bone, not just the control points.

you can use an IK/constaint system in DBpro, but you will have to implement it in code with limb or vertexbuffer commands.

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