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Program Announcements / [DBP] 'FootWork' - 3D Animation Mapper (demo)

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Derek Darkly
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Location: Whats Our Vector, Victor?
Posted: 14th Sep 2014 04:06 Edited at: 23rd Sep 2014 14:49
UPDATE 9-21-14

This program is now fully functional and offered to the community as freeware. As always, please report any bugs or issues wherever I can be found.

LATEST FEATURES
-Basic .FX loading
-Load model & animations from .FPE files
-Save all tweaks to .ACT string file

*-This is for existing animations only, you cannot add new animations to a model with this program.-*



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Derek Darkly
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Posted: 14th Sep 2014 04:07
[pic post]

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chafari
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Posted: 14th Sep 2014 12:35
He there.


Quote: "*-This is for existing animations only, you cannot add new animations to a model with this program.-*
"


The camera rotation needs a bit of improvement . I suppose you have managed how to extract differents animation from an animated Dbo . You could add some more buttons like PLAY to test final animation. I'm specting a free copy able to save

Ceers.

I'm not a grumpy grandpa
Green Gandalf
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Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 14th Sep 2014 14:07 Edited at: 14th Sep 2014 14:24
Also, how are you supposed to enter the start and end frames? I could only change the counters by clicking. Takes a LONG time if you want to view frames 100000-150000? You probably need a slider - and a way of entering specific values (essential for precision near the start and end of an animation). (Edit2 All clear now, thanks. The instructions are in fact quite clear on how to do this.)

The interface needs a bit of thinking about. Quite often I'm prompted to change the name of the test animation while I'm trying to rotate the object. The two "hotspots" are too close together.

How about some instructions? (Edit Sorry! Just noticed the Help button. Will try harder this time. )

It would be nice to know the total number of frames available in the model.

Looks like a good start overall though.

Edit2 Now that I've read the instructions, this looks like a very good start indeed. The only problem I'm still having is that the interface still thinks I'm trying to enter text when I'm trying to rotate the object. This happens because you need to click on the model to rotate it and the object is often behind the other buttons. I am getting the hang of it though.

Looking forward to some updates on this.



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Derek Darkly
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Location: Whats Our Vector, Victor?
Posted: 14th Sep 2014 16:13 Edited at: 17th Nov 2014 15:15
Thanks for the feedback so far!

[Chafari]: You could add some more buttons like PLAY to test final animation.

The program will loop the object no matter what, so playing and stopping is as simple a changing the object speed, but I know what you mean, a simple play/pause for convenience might be in order.

I'm specting a free copy able to save

Oh Chafari, we haven't even held hands yet.
Well maybe for Christmas when it's better, yes? LoL


[GG]: Also, how are you supposed to enter the start and end frames? I could only change the counters by clicking.


By now you've found that all 3 mouse buttons change the frames in different amounts. The right button skips 10 frames, the center buttons skips 500 frames - all the way to the end for your total. With practice it happens fast, but maybe I should add a type-in interface to that?

The only problem I'm still having is that the interface still thinks I'm trying to enter text when I'm trying to rotate the object.

I see what you mean... I will fix this today so that when the wireframe overlay is showing, the name sub cannot be entered

Thanks again! And keep up that Footwork!

I've attached a copy of some sample movements for Miko.
You may have to open it up in notepad and change the path to wherever she is on your drive.

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Derek Darkly
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Posted: 14th Sep 2014 17:55 Edited at: 14th Sep 2014 18:14
GG, I believe I have resolved the issue between rotating and naming. The update is in the original post. As long as you are holding the mouse button down the rotation shouldn't be interrupted by the other stuff now.

chafari
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Posted: 14th Sep 2014 19:53
Quote: "Oh Chafari, we haven't even held hands yet."


Just kidding . Now it works better, but when I try to open Mico.act it gives me an error (Runtime Error 105- File doest not exist at line 630)

I'll keep an eye on this too

I'm not a grumpy grandpa
Derek Darkly
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Posted: 15th Sep 2014 05:49
Quote: "but when I try to open Mico.act it gives me an error (Runtime Error 105- File doest not exist at line 630)"


Quote: "Me: You may have to open it up in notepad and change the path to wherever she is on your drive."


It's because the path saved in that one was on my computer.
Just change it to her path on yours and it should work.

Green Gandalf
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Posted: 15th Sep 2014 15:24
Quote: "GG, I believe I have resolved the issue between rotating and naming. The update is in the original post. As long as you are holding the mouse button down the rotation shouldn't be interrupted by the other stuff now."


Sounds good. I'll try the new version and report back later.



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chafari
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Posted: 15th Sep 2014 20:23
Quote: "It's because the path saved in that one was on my computer.
Just change it to her path on yours and it should work"


Now it works !

I'm not a grumpy grandpa
Derek Darkly
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Posted: 16th Sep 2014 00:07
Quote: "Now it works !"


Awesome!
I will probably end up just releasing this as freeware so people can enjoy it. Not like I'm going to get rich off an app most of you guys could write yourselves anyway!

Derek Darkly
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Posted: 22nd Sep 2014 04:36
Hello all,
There are new updates in the main post.

- Save is unlocked
-.FPE loading
- Basic.FX loading

Please report any bugs or crashes here.

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Green Gandalf
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Posted: 22nd Sep 2014 12:20
Thanks! Downloading now and will test later today (supposed to be gardening but I'm having an extended coffee break right now ).



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Derek Darkly
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Posted: 22nd Sep 2014 17:40
Quote: "Downloading now and will test later today"


Thanks again for trying it! I hope someone finds it useful.

I may enhance the .FPE reading to include the pre-assigned names, but I skipped that for now. When I start to use the program for making an actual game I'm sure I'll tweak it in other ways for convenience.

Question:
When a model is in .X format, does loading a model's .FX file take care of the texturing, or is TEXTURE OBJECT also necessary?

Derek Darkly
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Posted: 22nd Sep 2014 18:14
Well I can see now that the middle and right mouseclicks change the numbers way too fast! When i get home tonight I'll greatly reduce those increments.

chafari
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Posted: 22nd Sep 2014 23:02 Edited at: 22nd Sep 2014 23:04
Now it save animation to .atc . I thought you where using enhanced animation here . I bought Enhanced Animation , and when I extract the animation, it save an encrypted file that no way to read .



What code is necesary to make the file generated to work ? could you give us an example or this is something different to Enhanced Animation ?

I'm not a grumpy grandpa
Derek Darkly
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Posted: 23rd Sep 2014 19:24
Quote: " I bought Enhanced Animation , and when I extract the animation, it save an encrypted file that no way to read"


Hmm... I've never heard of Enhanced Animation. Where is it even advertised?

The .ACT (action) files are not saved versions of the actual models they are just string files containing the path, rotation and frames, etc. and is intended for reloading into my program only.

However, if you want to incorporate .ACT files into your game you can easily open one up in notepad to see the format, which is:

(1) Path
(2) X Rotation
(3) Y Rotation
(4) Z Rotation
(5) FX Path (sometimes empty)

Then the following repeating pattern:
(a) Animation number
(b) Animation name (sometimes blank)
(c) Start Frame
(d) End Frame
(e) Speed

This repeats until the end of the file.
Hope that helps!!

chafari
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Posted: 23rd Sep 2014 20:43 Edited at: 23rd Sep 2014 20:44
Yes I see . Now I understand you . Is not difficult to make our own format . Enhanced Animation was made to extract animation separated and to protect our medif files.

Quote: "Hmm... I've never heard of Enhanced Animation. Where is it even advertised?"


Here is the link . You should take a look . Thanks any way for your free copy .
http://www.thegamecreators.com/?m=view_product&id=2077

I'm not a grumpy grandpa
Derek Darkly
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Posted: 24th Sep 2014 20:28
Quote: "Here is the link . You should take a look ."


Hey that looks useful! I'm going to download the demo and try it.

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