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DarkBASIC Discussion / Using Limbs in DPC

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NOTLD
19
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Joined: 10th Jul 2006
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Posted: 10th Jul 2006 21:15
First, let me say hello, this is my first post on the forums. I purchased DPC a few weeks ago and I really love it. However, I'm having problems with creating a 3D character model that will walk, jump, run, and etc. in the game I am making. I've scoured the forums and the DPC in-program examples and tutorials, and I only have a slight grasp on how it works. I understand how to make the character respond to keyboard commands and etc., I just don't know how to animate the character.

From what I've seen from the tutorials and examples, you have to import a .x file and then perform the limb checklist command to determine how many limbs are in the .x file. Once you do that, you can then coordinate their movement or joint-behavior accordingly using the limb numbers and their coordinates.

I really think I'm missing something since I've been able to create a character model in 3ds, convert it to a .x file with the small DPC converter tool, and then load it as an object in DPC. The limb checklist yields only one limb, which I'm assuming is the object itself. How do I create a .x file that contains multiple limbs that DPC will recognize.

I'm just very confused right now, and I'd really appreciate some advice. Thanks in advance guys.
Pincho Paxton
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Posted: 10th Jul 2006 23:14
If you make a model from many parts, like a head, body leg top, leg bottom, foot, and do not join them by welding them, you end up with a model made from limbs. Then export it.

NOTLD
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Posted: 10th Jul 2006 23:30
Hey Pincho Paxton, thank you for the reply. I did try this method before. I separated the model into multiple parts that were not welded together, like head, torso, left arm, right arm, so on and so forth. I ended up having the same problem.

The only thing that I can think of would be if DPC checks the model for limbs by somehow measuring the proximity and distance between the limb objects in the model, and that's how it determines which limb is separate from another. The model in question was separated into component body parts, but they were still in close proximity to one another. I'm not sure if this woud make a difference, somehow I don't think it would.

Could the problem be something regarding how the file is exported as a .3ds and then converted? If I got a plugin for 3ds that would allow it to export directly to a .x file, rather than export as .3ds and convert using the DBC convert tool, would that possibly solve the problem?
NeX the Fairly Fast Ferret
21
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Joined: 10th Apr 2005
Location: The Fifth Plane of Oblivion
Posted: 10th Jul 2006 23:53
DPC? What?

<OMG></OMG>
NeX, you cant be serious - CattleRustler.
Pincho Paxton
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Posted: 11th Jul 2006 00:27
It might be 3DS to X that causes the problem. You could just keep it as a 3DS file. Limbs can touch, they are still limbs.

NOTLD
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Posted: 11th Jul 2006 02:23
NeX, "DPC" was a typo, it was supposed to be "DBC", though I'm sure this is a needless clarification given the context.

Are there any tutorials that deal specifically with using limbs and meshes? I can't make heads or tails of it. I know you guys don't want to write long and detailed posts that would be akin to holding my hand throughout the entire process, so right now I'm just looking for some resources that can enlighten me.

Overall, I'm just trying to learn how I can animate a model in DBC that's been imported from 3ds. Thank you guys for responding thus far, I really do appreciate it.

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