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Bone Based Programming #77560
06/13/06 12:20
06/13/06 12:20
Joined: Apr 2004
Posts: 516
USA
Trooper119 Offline OP
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Trooper119  Offline OP
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Posts: 516
USA
I know you can do all sorts of wonderful things with the vertexes inside your model when you are codeing to make them do whatever you wish while 'in-game'. My question is if you can do the same with their bones while 'in-game' to achieve desired effects more global to the whole model? If you can how would you do this? If not, what is stopping us, I think this would be a great idea for real time animation in the game. As an example, rag-doll physics moves according to the way the bones are set and what limits they have (I'm assuming the effect isn't faked and really done by vertexes).


A clever person solves a problem.
A wise person avoids it.
--Einstein

Currently Codeing: Free Lite-C
Re: Bone Based Programming [Re: Trooper119] #77561
06/14/06 06:22
06/14/06 06:22
Joined: Sep 2005
Posts: 235
Switzerland - Zurich
sinnlos Offline
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sinnlos  Offline
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Joined: Sep 2005
Posts: 235
Switzerland - Zurich
check out this thread:

ragdoll demo thread

cheers sinnlos

Re: Bone Based Programming [Re: sinnlos] #77562
06/19/06 02:12
06/19/06 02:12
Joined: Apr 2004
Posts: 516
USA
Trooper119 Offline OP
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Trooper119  Offline OP
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Posts: 516
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Thanks that answers whether it is possible in 3DGS but how do you do it? LOL. Thanks for the intel. it helps. Can anyone tell me how this is achieved?

Thanks


A clever person solves a problem.
A wise person avoids it.
--Einstein

Currently Codeing: Free Lite-C
Re: Bone Based Programming [Re: Trooper119] #77563
06/20/06 06:44
06/20/06 06:44
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
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Helghast  Offline
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Joined: Jan 2004
Posts: 3,023
The Netherlands
why doesnt anyone refer to my ragdoll...
it was done in 3dgs physics, and there are 2 demo's online

My Ragdoll Thread a while ago

regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: Bone Based Programming [Re: Helghast] #77564
06/20/06 15:43
06/20/06 15:43
Joined: Jul 2004
Posts: 311
Aaron Offline
Senior Member
Aaron  Offline
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Joined: Jul 2004
Posts: 311
Hi how can I use your script? is that the script plus a test level I downloaded?
Thanks for your time and it's a nice system, I wish I could make something like that. lol

Re: Bone Based Programming [Re: Aaron] #77565
06/20/06 19:22
06/20/06 19:22
Joined: Apr 2004
Posts: 516
USA
Trooper119 Offline OP
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Trooper119  Offline OP
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Joined: Apr 2004
Posts: 516
USA
Your demo looks great and it makes it look like you can do what I ask, but unless you either tell me in some way how to do it or show me the source code somehow, I can't benifit from this contribution. Also what version of 3DGS was your demo made on? And how many can it run on? Thanks


A clever person solves a problem.
A wise person avoids it.
--Einstein

Currently Codeing: Free Lite-C
Re: Bone Based Programming [Re: Trooper119] #77566
06/20/06 21:01
06/20/06 21:01
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
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Helghast  Offline
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Joined: Jan 2004
Posts: 3,023
The Netherlands
it's not a contribution it's a show-off...
it uses 3dgs A6 Physics engine, which means you'll Need pro in order to run this...
i'll get back on it soon though, just wait some more.

regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: Bone Based Programming [Re: Helghast] #77567
06/26/06 04:05
06/26/06 04:05
Joined: Apr 2004
Posts: 516
USA
Trooper119 Offline OP
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Trooper119  Offline OP
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Joined: Apr 2004
Posts: 516
USA
I'm beggining to think this would have to be some sort of plugin for the engine (correct me if I'm wrong but I think this requires a bit of effort) the plugin would import the properties of the bones that were made with your model (say from WED, Gamespace, Milkshape etc.) and then you could manipulate each bone by manipulating its position and such based on its number or name from your code.


A clever person solves a problem.
A wise person avoids it.
--Einstein

Currently Codeing: Free Lite-C

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