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DarkBASIC Professional Discussion / Ideas on animating mass ammounts of objects in Darkbasic Pro?

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Sirus121
23
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Joined: 25th Nov 2002
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Posted: 16th Jan 2003 15:27
Scenerio: You are making an online RPG. When a player dons new attire, the body model of the player changes to reflect the new clothing. What are your ideas/methods for the best way to do this, and have consistent animation throughout each model that is easy to update?

If the models are limb based, the animation can just be appended through DBP. Is this so with mesh deformation?

I was thinking split the player into a couple of parts, head and body. Head stays the same while body changes depending on clothing. There will be quite a few different armours, so it would be a pain to animate each body by hand. With character studio, animations can be appended to each model, but what if we get half-way through the game, 50 bodies in, and we need another animation set added? If we just had one animated model, is there any easy way to append the animation data to all the others in realtime (when DBP loads the game)? I would test it out with 2 of the same mesh deformed models, one with the animation, and one without, but I don't have any to test with.

Let me know your thoughts/experiences/ideas/comments.

-Jeff
UberTuba
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Location: Brittania
Posted: 16th Jan 2003 15:32
THe bst thing to do is change the texture of thier clothing.

Life is a terminal disease.
You never survive it.
Sirus121
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Posted: 16th Jan 2003 16:15
I thought about textures, and will use them as a last resort, but the problem with that is that there are a lot of details that will be missed that I would like to have. For example, shoulder plates on some of the armour could not be done with textures.

Anyone know more about this?

-Jeff

Gardocki
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Joined: 31st Oct 2002
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Posted: 16th Jan 2003 20:16
Your best bet might be to create an object with 2 generic types: clothing and armor. If you have different clothing, just changing the texture should suffice. The same goes with armor. Now, make both those versions into one mesh, by which I mean have the armor over the original clothing, and any other details. Now, depending on which version you need, simply hide or display the appropriate limbs.

Attreid
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Joined: 27th Nov 2002
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Posted: 16th Jan 2003 21:26
I made a dummy-player :
it are only a few spheres in the articulations of the bones of a human body, nothing else
and then, I build a few limbs that I glue on the spheres.. for example, a man has :
2 legs ( they can be differents
one head
two arms in two parts ( 4 limbs in total )
two legs ( in two parts )
and the .. hmm, how is it called in english ? what's between your testicles and your head ... the bigger part of a human body ... no, not that, jennyfer .. oh shit, I don't remimber ^^ ... archnukr : this piece of body in 3 limbs
and you can change them when the programm is playing, but there's only a small problem : for each limb you have to load an object

I'm following John, but I'm not john.
Lol, it is funnier in french
Soyuz
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Posted: 16th Jan 2003 21:48
I managed to create mexican bandit and cowboy 3D characters all from the same basic model...and that was a model made for a WWII soldier! So just goes to show what can be achieved with textures. The eye can be deceiving!

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