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3 Dimensional Chat / direct X

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BF game programmer
19
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Joined: 22nd Jan 2005
Location: hoover alabama
Posted: 7th May 2005 12:04
hi i use directx (as you can probrably tell) and i export all of my game models in .x format (i have directx 9.0 (duh) ) i want to export animation from gamespace but im not that good at animating. the point is i looked at the help files and it says that directx dosent support animation so what should i do ? i am very thankful for whoever can help me soooo thanks in advance

james bond rules
zircher
21
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 7th May 2005 16:18
The DirectX format does indeed support animation. Are you saying that Gamespace does not support exporting of animation to DirectX? Milkshape3D is a fairly popular and economical program that does export animation.

You might want to check out the sticky post about modelling software at the top of this board for more ideas.
--
TAZ

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
BF game programmer
19
Years of Service
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Joined: 22nd Jan 2005
Location: hoover alabama
Posted: 8th May 2005 03:17 Edited at: 8th May 2005 03:21
i dont know i read on the help file because i was trying to see why my pupeteer thing wouldnt work so read the help file and it said that directx dosent support animation but ill cheak again. thanks for responding though i was worried that id have to buy some other graphics generator thing! thanks

EDIT: i just cheaked but couldnt find the file again but i guess its just the way i was setting bones or modeling . thanks for the help though!

james bond rules
Clueless
20
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Joined: 16th Feb 2004
Location: Corbin, KY, USA
Posted: 10th May 2005 11:24 Edited at: 10th May 2005 11:27
I'm fairly new to GameSpace, only been at it for about 8 months, but you can definitely export the .X animation. If you try to bring the object back into GameSpace again and expect to see a skeleton -- that's where I had probs. Maybe that's the "unsupported" part you ran into?

What I do is save two copies of the model:

1. The Caligari .COB format preserves the skeleton, skin, everything exactly as it was when I'm satisfied with the model and animation. Later I bring this version back into GameSpace again and change it with the IK animation tools. GS picks up right where I left off, no problems.

2. A .X version (don't forget to tick the "export animation" option in the .X options dialogue or you'll be cursing a blue streak!). The animations play back just fine in DBP when you do this -- just don't re-import the .X version into GameSpace and expect to see the skeleton -- use the .COB version for that.

At least, that's what I've learned so far.
BF game programmer
19
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Joined: 22nd Jan 2005
Location: hoover alabama
Posted: 10th May 2005 12:36
@clueless by any chance do you know how after i ewport mu model i can make the animation run when i press the up key? if you do let me know!

james bond rules
Clueless
20
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Joined: 16th Feb 2004
Location: Corbin, KY, USA
Posted: 11th May 2005 11:10
I'm not sure I understand your question completely BF game programmer. Do you mean making the animation play in DBP when you press a key? Or in GameSpace? If DPB, you could do something like below. In GameSpace, you've got to use the little VCR play control thingie.

BF game programmer
19
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Joined: 22nd Jan 2005
Location: hoover alabama
Posted: 11th May 2005 11:15
in dbpro thanks clueless!!

james bond rules
Clueless
20
Years of Service
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Joined: 16th Feb 2004
Location: Corbin, KY, USA
Posted: 12th May 2005 09:41
You're welcome. Good luck.
BF game programmer
19
Years of Service
User Offline
Joined: 22nd Jan 2005
Location: hoover alabama
Posted: 12th May 2005 11:53
thanks!

james bond rules

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