Terrific example Petr.
I suggest all to visit Petr forum and download the example.
Hi,
animations in TopDown3D are quite important topic.
Using AVI we will have terrific visuals but also double work with characters, using TBGL internal functions on other side smaller size but lot of extra coding
To give you idea of TBGL animating capabilities please see my brief tutorial.
You can download script and see how it runs as well as krytons cinema version
Note - Best viewed in room without windows / at night, else it is little bit too darky.
Bye,
Petr
P.S. It is older sample but I did not waned to let it lie on harddisk, especially because of krytons remix
Learn 3D graphics with ThinBASIC, learn TBGL!
Windows 10 64bit - Intel Core i5-3350P @ 3.1GHz - 16 GB RAM - NVIDIA GeForce GTX 1050 Ti 4GB
Terrific example Petr.
I suggest all to visit Petr forum and download the example.
www.thinbasic.com | www.thinbasic.com/community/ | help.thinbasic.com
Windows 10 Pro for Workstations 64bit - 32 GB - Intel(R) Xeon(R) W-10855M CPU @ 2.80GHz - NVIDIA Quadro RTX 3000
Very nice example. For mechanical models very good.
For meshes, where the limbs are initialy connected, you will see gabs between the faces depending on the angle of the corresponding limbs. I think that it has something to do with how you store the vertex position for each face seperate. Looking at the setup of a model file, I think you do.
Like I mentioned before that this is redundant data storage, it also gives you a big problem for animation of meshes with a continues skin. Maybe I' wrong, I don't know the insides of TBGL that well (actually nothing of it)
Hi Mike,
Using this layer definition it is simply per block, so gaps appear, I know it.
But if you define the bones using boxes ( one vertice can be in multiple bones ) no gaps appear.
To see it please see attached script, the guy is hole less
Only problem is how to get which vertices are controlled by which bone, if it would be possible to rig character in for example Blender ( as you suggested on messenger ) and then pass it ... we would be done
I would just add TBGL_DefBoneAddVertex or something like that.
Bye,
Petr
P.S. You are right about redundancy in some cases :-[, but on other side it gives more freedom on vertex color for example
P.P.S. I know my animation makes people wonder if the guy does have some health problems
Learn 3D graphics with ThinBASIC, learn TBGL!
Windows 10 64bit - Intel Core i5-3350P @ 3.1GHz - 16 GB RAM - NVIDIA GeForce GTX 1050 Ti 4GB
Evere now and than you come out with such a present.
I cannot imagine how many scripts you have already created
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Windows 10 Pro for Workstations 64bit - 32 GB - Intel(R) Xeon(R) W-10855M CPU @ 2.80GHz - NVIDIA Quadro RTX 3000
Great I will have to study the code so I can see how bones work in this. Looks great!
thanks
Trick is in overlaping the bounding boxes.
Bye,
Petr
Learn 3D graphics with ThinBASIC, learn TBGL!
Windows 10 64bit - Intel Core i5-3350P @ 3.1GHz - 16 GB RAM - NVIDIA GeForce GTX 1050 Ti 4GB
Of course they have toOriginally Posted by Psch
AMAZING!! And such nice demos too besides the abilities shown!!
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