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DarkBASIC Professional Discussion / loading only skeletal information

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adr
23
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Joined: 21st May 2003
Location: Job Centre
Posted: 30th Nov 2003 16:10
Is it at all possible just to load skeletal animation in DBP? My idea is that I can work on all the models later, if I can just have a skeleton to work with during the development of the game.

If I glue spheres to the limbs, I can then see my model in a peter-gabriel-cum-motion-capture type way.

However, I can't seem to load just the animation data of a .x file.... "Unable to load 3d model at line #".

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Andy Igoe
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Joined: 6th Oct 2002
Location: United Kingdom
Posted: 30th Nov 2003 16:21
If you make your skeleton and export to .3ds you can in the options of the .3ds file make the limbs into a mesh, you can then load this into your animation package (such as CharacterFX) and apply the skeletal frame to it, however....

Note that the actual skeleton of the model will change when you get a mesh for it, as skeletons tend to be model specific. Therefor any code you make for the skeleton will have to be either generic enough for every skeleton, or restricted to playing back set animation keyframes which you can then replicate later on.


God created the world in 7 days, but we're still waiting for the patch.
adr
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Joined: 21st May 2003
Location: Job Centre
Posted: 30th Nov 2003 16:46
Quote: "Note that the actual skeleton of the model will change when you get a mesh for it, as skeletons tend to be model specific."


The plan is to rig all my NPCs onto this source skeleton. Most likely they'll all have two legs and two arms so there shouldn't be a problem.

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What is it?
It's an interrogative form of sentence, used to test knowledge. But that's not important right now.
Jaze
22
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Joined: 20th Nov 2003
Location: Connecticut, USA
Posted: 5th Dec 2003 12:32
Then how are you going to animate the mutant chick with three breasts and four arms

(sorry couldn't resist..kid at heart)

-=/Jaze/=-
Van B
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 5th Dec 2003 13:04
I'd suggest making a basic skeleton model, like with boxes or something, then rig it up and get a usable .X model ready. If you add a few dummy keyframes, like just the standard pose over 5 keyframes - you could mess around with the skeleton in code my adjusting the limbs, might help you test stuff out, like getting a good size for doorways - swing the arms about with code and you'd see the range of them (you could just rotate the shoulder bones randomly). I reckon that bone position collision is a good idea, so rigging a propper model up would let you test collision methods out.


Van-B


I laugh in the face of fate!

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