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a problem on bone #381732
08/31/11 11:01
08/31/11 11:01
Joined: Jan 2011
Posts: 122
GUILIN , CHINA
tzw Offline OP
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tzw  Offline OP
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Posts: 122
GUILIN , CHINA
why after i created bones in med, vertex animation doesn't work anymore?
i just followed the manual's bones creation chapter and tested in the workshop23.
the bone rotate worked fine .... but vertex animation didn"t work.
after i remove all bons which i'd made in wed, the vertex animation worked fine...


Full of my eyes are class struggles.....
Re: a problem on bone [Re: tzw] #381735
08/31/11 11:44
08/31/11 11:44
Joined: Aug 2009
Posts: 1,438
Spain
painkiller Offline
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painkiller  Offline
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you can't mix bones and vertex animation


3D Gamestudio A8 Pro
AMD FX 8350 4.00 Ghz
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Re: a problem on bone [Re: painkiller] #381736
08/31/11 11:50
08/31/11 11:50
Joined: Jan 2011
Posts: 122
GUILIN , CHINA
tzw Offline OP
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tzw  Offline OP
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Posts: 122
GUILIN , CHINA
thanks.....but my frames are totally vertex animation . i'm working on a TPS project i just wanna use bone to rotate my soilder's a part of body a bit(for example the soilder look up and down, the camera's tilt change ).....
could you give me a alternative?? thanks in advance!


Full of my eyes are class struggles.....
Re: a problem on bone [Re: tzw] #381759
08/31/11 14:26
08/31/11 14:26
Joined: Aug 2009
Posts: 1,438
Spain
painkiller Offline
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painkiller  Offline
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I you want to do that you need to remake all the animations using bones


3D Gamestudio A8 Pro
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Re: a problem on bone [Re: painkiller] #381764
08/31/11 15:09
08/31/11 15:09
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
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at my pc (duh)
OR you can break your mdl into two parts, upper body and lowerbody and attach it together by code however, this strongly depends on the model

Re: a problem on bone [Re: darkinferno] #381802
09/01/11 08:18
09/01/11 08:18
Joined: Aug 2008
Posts: 482
B
bart_the_13th Offline
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Yup, this is actually the thing I hate from the engine, even adding a simple bone will void all vertex animation.
Changing to bone animation is not just cumbersome, it also will cause slowdown if large number of bone-animated-models appears on screen.
You can use darkinferno's suggestion, by breaking the model to upper-lower body.

Or, you can manually divide the animation and use ANM_ADD.
1. Create a series of pose/animation for your soldier looking/aiming up to looking/aiming down(eg: looking 60° up, looking 30° up, looking straight, looking -30° down and -60° down) for the upper body and remove the lower body animation(of the same model)
2. Create another animation for walking/running/standing with unanimated upper body.
3. Animate the entity by adding the lower animation for walking/running and the upper animation for 'rotating' the upper part.

I used this technique a long-long time ago but not on 3DGS(in 3D engine I wrote in DOS grin ), so I'm not sure it will work here.. It will also get trickier f you want to rotate the upper body horizontally...

Re: a problem on bone [Re: bart_the_13th] #381804
09/01/11 08:50
09/01/11 08:50
Joined: Jan 2011
Posts: 122
GUILIN , CHINA
tzw Offline OP
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tzw  Offline OP
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Posts: 122
GUILIN , CHINA
thanks!


Full of my eyes are class struggles.....

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