Author Topic: Making animated models  (Read 2081 times)

Offline Scott_AW

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Making animated models
« on: 2010-Apr-09 »
I'm currently working on a model generation program, I believe that model files can store animation frames, but I was wondering is it possible to to create a model with animation in code.  I attempted it, but either I did something wrong or its not supported.

Basicly what I'm doing is generating a model, with an index as the frame number, saving to the same model each new model with a different index.  This crashes the program.
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Offline Hemlos

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Re: Making animated models
« Reply #1 on: 2010-Apr-09 »
If im not mistaking, you can only create one frame per .ddd.
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Offline Scott_AW

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Re: Making animated models
« Reply #2 on: 2010-Apr-09 »
Well thats a shame, anyway of combining DDD files into one with frames?
Current Project, Orbital Contract Defense
http://gamejolt.com/games/adventure/code-name-ocd/9887/

BlackShadow now open source/resource(requires duke3d)
http://gamejolt.com/games/adventure/black-shadow-3d/9885/

Offline matchy

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Re: Making animated models
« Reply #3 on: 2010-Apr-09 »
Export each frame separately (from 3ds max in my case) as .obj format series and convert them to a single animated .ddd format and it will work fine.  :)

Single animated formats like .3ds converted to .ddd will crash.  :(

Offline Kitty Hello

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Re: Making animated models
« Reply #4 on: 2010-Apr-09 »
I thought of that before. I'll add a parameter to X_OBJSTART, that lets you specify the animation frame you want to use.
Another option (so far) would be to write a .dda (ascii) file to a temp directory and read that.

Offline Scott_AW

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Re: Making animated models
« Reply #5 on: 2010-Apr-09 »
@Matchy - Can't do that, the models are being created by the program, not externally.

@Kitty Hello - That would be wonderful.
Current Project, Orbital Contract Defense
http://gamejolt.com/games/adventure/code-name-ocd/9887/

BlackShadow now open source/resource(requires duke3d)
http://gamejolt.com/games/adventure/black-shadow-3d/9885/

Offline matchy

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Re: Making animated models
« Reply #6 on: 2010-Apr-10 »
Oh I see  :bed: and X_OBJSTART does need a frame number which would be very good.

Offline Schranz0r

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Re: Making animated models
« Reply #7 on: 2010-Apr-10 »
I thought of that before. I'll add a parameter to X_OBJSTART, that lets you specify the animation frame you want to use.
Another option (so far) would be to write a .dda (ascii) file to a temp directory and read that.

Kitty, what about a new format for 3D? (i know its a lot of work, but in the future we realy need that!)
DDD-Files are to big compared to other animationframe based formats.
If i look at some devices (IPhone, GP2X) ddd-files are to big for...

PLS a new format!  :happy:
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Offline Kitty Hello

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Re: Making animated models
« Reply #8 on: 2010-Apr-12 »
That's really a big piece of a construction site. Maybe if I have summer holidays.