Animations Dynamics & Physics

Thanks radome,
Looking at the danceguy.ase file I note that the Box02 refers to a 'node' which I take as the Ob: name in Blender.
Got to get the *WEIGHTS" out and then concentrate on those quaternions as I can get the other info I think.
 
OIC! Box02 is all through the file. I overlooked that. It's the name of the Max object alright according to reference I found.
 
The Bip01 refers to the vertex group and I think I found a way to get it out of Blender. It looks like there are some animations that don't have a Bip01.

I can now get the quaternions, only the weights are left. I found a way to get the vertex weights but I'm not sure about them. The danceguy weights vary considerably over the list of vertices. It might be that is due to weight painting, have to check that out.

Also have to get the bone parent, scale and length values.
 
@ Ruud/Mitch

When loading dof (animated babe), I do a 'reduce tracks' & finally do an 'optimize' because the inverse doesn't work. I tried just to see, if it would fix the replay issues with skeletons, I still got that crash we talked about earlier.

Optimizing after 'Reducing tracks'
Code:
OS-Version: 5.1.2600 (Service Pack 3) 0x100-0x1

0x0043080D [modeler]: (filename not available): (function-name not available)
0x3FCEAE7D [(module-name not available)]: (filename not available): (function-name not available)

Crash after trying replaying with 1 skeleton
Code:
OS-Version: 5.1.2600 (Service Pack 3) 0x100-0x1

0x0059DE30 d:\source\trunk\dev\src\libs\d3\danimation.cpp (line 68): DAnimTrack::GetKeys()
0x0059ED26 d:\source\trunk\dev\src\libs\d3\danimation.cpp (line 234): DAnimInstance::Update()
0x005A01FA d:\source\trunk\dev\src\libs\d3\dbone.cpp (line 92): DBone::UpdateAnimInstance()
0x004FD2D9 d:\source\trunk\dev_racer\src\lib\ranimated_ani_phy_bone.cpp (line 216): RAnimatedAniPhyBone::AnimateAniBone()
0x004D7AAB d:\source\trunk\dev_racer\src\lib\rmovables.cpp (line 124): RMovables::Animate()
0x0047549B d:\source\trunk\dev_racer\src\lib\rscene.cpp (line 2869): RScene::Paint()
0x0040196E d:\source\trunk\dev_racer\src\mrun.cpp (line 889): PaintScene()
0x00406223 d:\source\trunk\dev_racer\src\replay.cpp (line 919): Replay()
0x00402B84 d:\source\trunk\dev_racer\src\mrun.cpp (line 275): StartReplay()
0x0040316F d:\source\trunk\dev_racer\src\mrun.cpp (line 609): rrGameEvent()
0x0052F323 d:\source\trunk\dev\src\libs\license\qapp.cpp (line 931): QApp::Run1()
0x00403ADB d:\source\trunk\dev_racer\src\mrun.cpp (line 2055): Run()
0x00401534 d:\source\trunk\dev_racer\src\main.cpp (line 241): main()
0x004015A3 d:\source\trunk\dev_racer\src\main.cpp (line 248): WinMain()
0x0055399B f:\dd\vctools\crt_bld\self_x86\crt\src\crt0.c (line 263): __tmainCRTStartup()
0x7C817067 [kernel32]: (filename not available): RegisterWaitForInputIdle


I was also trying to reproduce & practise what Mitch showcased some weeks ago, getting animated skeletons with colliding features. No luck till now, did I omit something ?

geometry.ini
Code:
  babe_01
  {
    file=babe_01.dof
    flags=1024
    type=3
    trans_movable_to_zero=0
    rot_dyn
    {
      x=0.000000
      y=0.843391
      z=0.000000
      w=0.537300
    }
    offset_dyn
    {
      x=-595.231323
      y=0.000603
      z=-154.631058
    }
    group=0
  }

special.ini
Code:
triggerline
{
  count=1
  line0
  {
    from
    {
      x=-584.191162
      y=-0.000000
      z=-152.368576
    }
    to
    {
      x=-589.135193
      y=0.000001
      z=-164.861084
    }
    command=anicmd 0 playloop 0
  }
}
 
I can get all the items but need to store them as variables for later use in the Python script. still working on it from time to time.

About ready to get all the items needed and make the animation file manually, just a bit of a chore though.
 
I'm going to pick this up again and look at it..


Thanks Boomer,
Yes I've been digging around a little, and after reading your last post i stumbled across the Animation Tutorial containing the entire .Dskeleton file. Therefore, don't bother posting the .Dskeleton fragment.

The .Dskeleton IS NOT the same as a .psk file

I was able to get the ASCII Scene Exporter For Blender 2.56 from Richard Bartlett to be an add-on in 2.57 with some minor modifications.

I'm aiming to use the macro in the racer/max folder as a guide to allow me to add the .Dskeleton file export function to it.
 
I tried to use the macro for 3dsMax as a guide but it didn't help much. I used the .dskeleton file, which is a text file, as a guide for python scripting and so far have gotten all the data needed but not quite correct format fo Blender version 2.45.

If you get something that works let me know, thanks.
 

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