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3 Dimensional Chat / removing bones...

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BN2 Productions
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Posted: 20th May 2005 13:29
how do you remove bones from an animated model but still keep its animation? my problem is that I have DBC which doesn't support bones and I need to use a model that I animated in character shop. if there is any other way around it, i'd like to know that.

thanks in advance
Van B
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Posted: 24th May 2005 23:40
I think that unless you have the extra commands that come with Darkmatter, you can't use boned models in DBC. I may be wrong though, I've never investigated but I think it's possible to convert from a boned animation to a real bad hierarchy animation, like the vertices that are assigned to the foot would be snapped off so the foot is a seperate mesh.

Frankly mate, just getting DBPro would be the best option, that just loves bone animated meshes and even lets you mess around with the bones in code, in DBPro each bone on a rigged mesh is referred to as a limb, so offsetting, rotating, and checking is all nice and easy.


Van-B

BN2 Productions
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Posted: 27th May 2005 09:27
i don't have time to order DBpro or the cash right now, so is there a program I could use to convert the boned animation to a "real bad hierarchy animation"?
Zone Chicken
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Posted: 27th May 2005 10:58
Quote: "i don't have time to order DBpro or the cash right now, so is there a program I could use to convert the boned animation to a "real bad hierarchy animation"? "


Not that i know of, the mesh vertices are assigned to the bones when rigged/skinned if you delete the bones you will lose the animation as the animation is actually stored with the bones and the vertices just bend and move accordingly. The way hierarchy animation works is you have to set up the objects(limbs) of your models rotation points to the world axis, then you have to parent child the limbs to the body seperately with subhierarchies. The whole thing is a very long and tedious process with complex models such as a character(depends on the amount of limbs,objects or joints you use). After you have you models limbs assigned to the body, then you have to create your animation manualy by moving the limbs slightly. Most of the time it results in a very choppy,off beat, or very puppet like animation.

Quote: "Frankly mate, just getting DBPro would be the best option, that just loves bone animated meshes and even lets you mess around with the bones in code, in DBPro each bone on a rigged mesh is referred to as a limb, so offsetting, rotating, and checking is all nice and easy."


good advice there.

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BN2 Productions
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Posted: 27th May 2005 15:14
just a wild guess, but is there a program that can be used to rip model animations into a hierachial form? probably not but just a guess
Van B
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Posted: 27th May 2005 18:57
I'm not sure if CharacterFX could do it - I mean you can export your model as .3DS but I don't know if that forces it into hierarchy rigging. I'll take a look tonight and get back to you, CharacterFX is real cheap BTW (like £20).


Van-B

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Posted: 28th May 2005 09:17
does it have a timed trial version? by timed, i mean that it will work for 30 days or so and then turn off.
Van B
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Posted: 28th May 2005 09:54
Ach, I just tried it and it does'nt work how I expected - it actually saves out every frame of animation. You would need to re-animate anyway as you can't import animated objects.

It could be a way to mimic mesh deform animations but it would'nt be too hot, it'd be clunky I think, but you could load and hide these objects and display them flick-book style to replay the animation.

IIRC I did register CharacterFX from the demo version, can't remember how long the trial lasts though.


Van-B

BN2 Productions
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Posted: 29th May 2005 01:55 Edited at: 29th May 2005 01:57
does anyone else know of another program that might work?

Quote: "Not that i know of, the mesh vertices are assigned to the bones when rigged/skinned if you delete the bones you will lose the animation as the animation is actually stored with the bones and the vertices just bend and move accordingly. The way hierarchy animation works is you have to set up the objects(limbs) of your models rotation points to the world axis, then you have to parent child the limbs to the body seperately with subhierarchies. The whole thing is a very long and tedious process with complex models such as a character(depends on the amount of limbs,objects or joints you use). After you have you models limbs assigned to the body, then you have to create your animation manualy by moving the limbs slightly. Most of the time it results in a very choppy,off beat, or very puppet like animation."


is there a way to convert the moving bones into moving LIMBS? that might have the same effect.

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