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.

3 Dimensional Chat / Just a little warning when making models

Author
Message
DARKGuy
22
Years of Service
User Offline
Joined: 28th Nov 2003
Location:
Posted: 21st Nov 2004 04:24
Uh-huh... it turns out that you MUST NOT put parenthesis ( ) in the names of your objects when converting to .X if the model is animated, because it won't export the animation (because the .X format uses parenthesis in its file format for dividing the objects... take a look at the 3DS or X ASCII format and you'll see why)

Just thought on saying this... for those who didn't knew, and I posted this because it happened to me and discovered why

By the way... this post is because I could solve the problem in my thread that said that DB didn't wanted to animate my model, and it was because the objects had parenthesis in the names .

Well just that... hope it's useful

zircher
23
Years of Service
User Offline
Joined: 27th Dec 2002
Location: Oklahoma
Posted: 21st Nov 2004 10:55
Thanks for sharing that tip.
--
TAZ

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
Shadow Robert
23
Years of Service
User Offline
Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 21st Nov 2004 11:33
The current DBP animation system relying on DirectX Model Animation is a waste of bloody time in itself though.. i mean unless you like HUGE file sizes.

Personally I use DirectX Models for Base Mesh -> Skeleton -> Texture -> Shaders

Then export the animations as seperate DirectX Ascii models; Maya's DirectX Exporter supports the bone animation as opposed to the Mesh the Max ones do. Then convert the animations of the skeleton, onto thier own; next you want to sort out your own data system for saving this as binary data to be read in... then simple setup a routine for moving the limb that correspond to the correct Skeleton Bone.

Requires some timer and interpol value knowlage, but trust me you get MUCH smaller file sizes; not to mention you can edit the animation and include in rag-doll stuff from newton at the same time. Without the headaches!


Login to post a reply

Server time is: 2026-07-10 10:40:30
Your offset time is: 2026-07-10 10:40:30