Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

DarkBASIC Professional Discussion / On-the-fly animation

Author
Message
wattywatts
17
Years of Service
User Offline
Joined: 25th May 2009
Location: Michigan
Posted: 11th Feb 2014 23:20
I'm sure this is a complicated thing, but I've always wanted to know how to do it so I'm finally asking.
Example: Mario's nose on the SM64 title screen. You can move it in any direction and it bounces back to it's original position. How is something like this done? After using DBPro for all this time I don't know how to even begin something like this.
The only possibility I can think of is using one of the physics commands.

New sig coming soon..
zeroSlave
17
Years of Service
User Offline
Joined: 13th Jun 2009
Location: Springfield
Posted: 12th Feb 2014 01:39
I suppose the simplest way would be to have Mario's face rigged with a bone in his nose and have the vertices weighted properly. Move the bone around, and the vertices would move accordingly.

Everybody is a genius. But if you judge a fish by its ability to climb a tree, it will live its whole life believing that it is stupid.
wattywatts
17
Years of Service
User Offline
Joined: 25th May 2009
Location: Michigan
Posted: 12th Feb 2014 02:01
Sounds good so far, what command would I use to move the bone? Maybe something to do with limbs?

New sig coming soon..
Sasuke
20
Years of Service
User Offline
Joined: 2nd Dec 2005
Location: Milton Keynes UK
Posted: 12th Feb 2014 02:02
Quote: "I suppose the simplest way would be to have Mario's face rigged with a bone in his nose and have the vertices weighted properly. Move the bone around, and the vertices would move accordingly."


That's what I was gonna suggest. But I got stuck here. How would you be able to access this bone mesh to move in DBP?

"Get in the Van!" - Van B
zeroSlave
17
Years of Service
User Offline
Joined: 13th Jun 2009
Location: Springfield
Posted: 12th Feb 2014 03:44 Edited at: 12th Feb 2014 04:19
Here is an example for you


Attached is the object in a few different formats. I use the .x in the above code. There is also a .max file, a .3ds, and an .obj. Not sure if the .obj or .3ds will keep object names intact.

Hope this helps.

Everybody is a genius. But if you judge a fish by its ability to climb a tree, it will live its whole life believing that it is stupid.
wattywatts
17
Years of Service
User Offline
Joined: 25th May 2009
Location: Michigan
Posted: 12th Feb 2014 16:06
Quote: "Hope this helps. "

Helps a bunch, I figured it would have to do with limbs. I guess the offset limb command will stretch the vertices. Thanks for your help!

New sig coming soon..
Derek Darkly
14
Years of Service
User Offline
Joined: 22nd Sep 2011
Location: Whats Our Vector, Victor?
Posted: 12th Feb 2014 16:31 Edited at: 12th Feb 2014 16:33
Hi Watty,

I'd begin with simply learning to move vertices around:



Then just figure out which ones should move and which shouldn't, and then build a formula for the animation.

Login to post a reply

Server time is: 2026-07-06 07:51:51
Your offset time is: 2026-07-06 07:51:51