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Peter
Joined: 26 Nov 2005 Posts: 4
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Posted: Sat Nov 26, 2005 6:15 pm Post subject: How to animate(tutorial?) and save as a single file? |
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Hello.
I'm new to ppModeler, this genious piece of software!
I would like to know how to make a sceleton animation(+weight painting) sequence within the ppModeler. Is it possible to save the animation sequence as a single .3DS or .X file in stead of saving every frame of it? I need this because I want to make some games using ppModeller and DarkBASIC Professional. DB Pro can support a whole animation as a single 3DS file.
Thanks a lot |
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craouette Site Admin
Joined: 26 Apr 2004 Posts: 652 Location: luxembourg
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Posted: Sat Nov 26, 2005 7:10 pm Post subject: |
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Hi,
Currently, you can create your skeleton in the rig toolbox.
There you will find the tools needed to create/edit the bones.
For the weighting, 3 tools are available:
weight by influence
weight by painting
weight by selecting vertices and assigning weights.
There is indeed a sequence toolbox. it is an old toolbox, that will be completly rewritten for the next release (the one after the coming one).
The export to x is a script, and it don't export sequences (for the time being) but you can update it... or I can do it if you know a good free tool that import (and display) x files with sequence in order to test the exported files.
craouette |
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Peter
Joined: 26 Nov 2005 Posts: 4
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Posted: Sun Nov 27, 2005 3:01 pm Post subject: |
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Thank you very much for the answer.
But is it possible to save a ppModeler sequence as 3DS sequence?
And thanks again. |
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craouette Site Admin
Joined: 26 Apr 2004 Posts: 652 Location: luxembourg
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Posted: Sun Nov 27, 2005 5:44 pm Post subject: |
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no, not currently. 3DS is exporting mesh only. |
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Peter
Joined: 26 Nov 2005 Posts: 4
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Posted: Sun Nov 27, 2005 9:09 pm Post subject: |
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Thank you very much! |
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craouette Site Admin
Joined: 26 Apr 2004 Posts: 652 Location: luxembourg
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Posted: Mon Nov 28, 2005 6:31 am Post subject: |
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But, do you know a free program that is able to import .x file with animation ?
I need to update the .x export script, so... I aslo need to test it.
craouette |
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Peter
Joined: 26 Nov 2005 Posts: 4
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Posted: Wed Nov 30, 2005 7:58 am Post subject: |
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I believe that anim8or and JTedit can do the stuff. And I know that spaceBasic Lite can do it, but it has some other unrelated limitations. |
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TheWraith
Joined: 09 May 2005 Posts: 66
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Posted: Thu Dec 01, 2005 2:20 pm Post subject: |
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blender does
give that a shot
anim8or doesnt. |
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craouette Site Admin
Joined: 26 Apr 2004 Posts: 652 Location: luxembourg
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Posted: Thu Dec 01, 2005 3:50 pm Post subject: |
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which version of blender.
I have 2.35, and there is no .x import option in th import menu item...
I know irrlicht does it, but not sure it is valid. I think there is also a tool delivered with DX SDK, will check. |
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TheWraith
Joined: 09 May 2005 Posts: 66
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TheWraith
Joined: 09 May 2005 Posts: 66
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Posted: Thu Dec 01, 2005 4:35 pm Post subject: |
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yes there is a sdk for direct x
i thought i gave you a link when we last chat about importing and exporting file formats for animation master
which also included direct X
did you get the exporting information on .mdl (gamestudio a6 by CONITEC)
i posted it here for you to read
hows the animation master importer going ? any work on that yet? it to has the .mdl extension too , but is diffferent ,one is polygonal model format the other is spline patch model format(hash version)
there is also a tool for animation master which exports .x file format with animations etc....but cost s about $20us i think .
also there is a program called "hamapatch " which is freeware which can also export .x , but unfort unately no import . But does import and export animation masters .mdl file format. which may help with developing a way to join the polgonal world and spline patch world as one, other than using just .x file format |
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TheWraith
Joined: 09 May 2005 Posts: 66
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Pgaso
Joined: 07 Aug 2007 Posts: 1
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Posted: Tue Aug 07, 2007 8:29 pm Post subject: |
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Could anyone tell me how to animate each frame in albatros3d? |
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craouette Site Admin
Joined: 26 Apr 2004 Posts: 652 Location: luxembourg
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Posted: Sun Aug 19, 2007 11:31 am Post subject: |
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what do you mean ?
the animation tools are not part of Albatross3D yet. It will, as the rigging part attest.
I'm working on it, but even if the base for animation is very simple to implement, the corresponding widget (curve editor, dope sheet...) are not.
I'm also working on a fbx import/export, so soon, it will be possible to create models in Albatross3D, then animate them in Motion Builder.
best regards,
pierre |
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