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DarkBASIC Professional Discussion / Can Bones Animation in DBpro animate individual limbs?

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Bulleyes
23
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Joined: 3rd Nov 2002
Location: Cyberjaya, Malaysia
Posted: 3rd Apr 2003 21:27
Hi, how does the bones animation work in DBpro? Can I animate individual limbs that have animation info attached? For example, let say I have a character with animation on its hand and legs. Can I animate them independently? i.e. play the animation of the hand or the legs only, or both.

From what I can see so far, animation support in DBpro is more like keyframe animation rather than bones animation. FYI, keyframe animation is more like a prerecorded set of animation. Bones animation allowes you to animates each bones or limbs invidually.

Any idea? Thanks!
Bad Nose Entertainment - Where games are forged from the flames of talent and passion.

http://www.badnose.com/
Andy Igoe
23
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Joined: 6th Oct 2002
Location: United Kingdom
Posted: 3rd Apr 2003 21:47
Mostly I get around this by having some limbs animated and take direct control over other limbs using the rotate limb command, however it may be possible with bone animation but i've not looking into that yet (because I can't make boned models!).

Pneumatic Dryll, Outrageous epic cleric of EQ/Xev
God made the world in 7 days, but we're still waiting for the patch.
EddieRay
23
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Joined: 28th Feb 2003
Location: USA
Posted: 4th Apr 2003 01:21
It'd be nice to get an answer about this. I haven't had any luck getting simple bone animations to work in DBPro. "Something" happens when I load/play the animation, but it looks almost as if the bone "volumes" are being treated like regular objects, but completely invisible/transparent, and they clip the skin objects as they move instead of deforming their meshes - and all the skins seem to only be visible "from the inside" (not a perfect description), if you can imagine what I mean.

Hmmmmmm... I wonder.... maybe you have to manually HIDE the bone LIMBs (if they even show up as limbs) so that DBPro doesn't "draw" them... That might explain the weird things I'm seeing.

Then again, I don't really know what I'm doing in 3DC LP when I try to make a boned object and then animate it.

I did use a bone to make a "metronome" sort of animation - basically a cube on a stick (the bone) with the cube as a child object of the bone... then I rotated the bone and the boxed followed it along - in a windshield wiper-like motion. I loaded that into DBPro and you could see the cube moving in the wiper-like motion, but the bone wasn't affecting the points in the cube geometry at all.

Maybe I'll get a chance to experiment later... but maybe not 'til after Retro deadline day...

Impulse
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Posted: 5th Apr 2003 04:23
Just give DB some time, it probably doesn't work yet, but should in the future. Isn't keyframe animation a lot faster anyway?

Bulleyes
23
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Joined: 3rd Nov 2002
Location: Cyberjaya, Malaysia
Posted: 8th Apr 2003 09:01
Yeah... but boned based animation allow you to have a finer control over your animation, which is nice for those fighting games like King of Fighter.

Anyway, I guess this feature is still not working in DBpro. Hmm... seems like I was misleaded by the feature written on the box.

Bad Nose Entertainment - Where games are forged from the flames of talent and passion.

http://www.badnose.com/
indi
23
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 8th Apr 2003 09:13
I have a working bones and simple mesh keyframe animation working in DBP.

http://www.insanesoftware.de/phpBB2/viewtopic.php?t=101

I havent tried a weighed mesh yet but I reckon it will be possible already and if not the DBs team are replacing the access to the other 3d media formats that are on the box in patch 5.

Bulleyes
23
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Joined: 3rd Nov 2002
Location: Cyberjaya, Malaysia
Posted: 8th Apr 2003 09:25
Yes Indi, but that's consider to be as keyframe animation. Well, it is animated using bones in your modeller program. But the animation still be stored as keyframe animation and played by DBpro as keyframe animation.

Some 3D engine like Shockwave 3D support boned animation to the extend that you can refer to individual bone and animate it.

I guess DBpro wasn't ready for this yet.

Bad Nose Entertainment - Where games are forged from the flames of talent and passion.

http://www.badnose.com/
indi
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Posted: 8th Apr 2003 10:16
If it doesnt work now and you did many hours to find out the problems and sent it the DBs team then it might have been fixed sooner.

Assuming it is indeed broken.

If u havent noticed a lot of 3d media formats have been removed until patch 5.
this may be the issue.

indi
23
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 8th Apr 2003 10:19
If it doesnt work now and you did many hours to find out the problems and sent it the DBs team then it might have been fixed sooner.

Assuming it is indeed broken.

If u havent noticed a lot of 3d media formats have been removed until patch 5.
this may be the issue.

in this link u will find that a limb created inside dbc or DBP as a primitive is no different to a keyframe series of meshes in any x model.

http://www.realgametools.net/forums/index.php?board=8;action=display;threadid=14194

If your refering to animating just the bones with limb commands then Im not sure

I think I also remember seeing an example by Guy.S from realgametools.com using bones as the animation in a DBP snippet with character FX.

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