• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Medo Mex

Animating Rotation

2 posts in this topic

Hi guys,

Lets say that I have a fan and want to make the fan rotate fast and keep rotating at the same speed, I want to animate this rotation, so I used 3Ds Max to create animation and rotated the fan 360 degree so I can use this animation in the DirectX 9 program and play the animation with loop at any speed that I want.

In my DirectX 9 program I notice slight [b]delay between the loop[/b], so it doesn't look realistic at all, it's like the fan is rotating and stopping then rotating then stoping even the animation is looping, I'm trying to make the animation loop play at the same speed all the time.

This is a general problem that I'm having with animation looping, so the problem is not only about rotating a fan, it's about animation looping in general.

I'm loading .x file hierarchy, here is the code that I'm using for animation:
[CODE]// Remember current animation
// Get the animation set from the controller
m_animController->GetAnimationSet(index, &set);
// Note: for a smooth transition between animation sets we can use two tracks and assign the new set to the track
// not currently playing then insert Keys into the KeyTrack to do the transition between the tracks
// tracks can be mixed together so we can gradually change into the new animation
// Alternate tracks
DWORD newTrack = ( m_currentTrack == 0 ? 1 : 0 );
// Assign to our track
m_animController->SetTrackAnimationSet( newTrack, set );
// Clear any track events currently assigned to our two tracks
m_animController->UnkeyAllTrackEvents( m_currentTrack );
m_animController->UnkeyAllTrackEvents( newTrack );
// Add an event key to disable the currently playing track kMoveTransitionTime seconds in the future
m_animController->KeyTrackEnable( m_currentTrack, FALSE, m_currentTime + kMoveTransitionTime );
// Add an event key to change the speed right away so the animation completes in kMoveTransitionTime seconds
m_animController->KeyTrackSpeed( m_currentTrack, 0.0f, m_currentTime, kMoveTransitionTime, D3DXTRANSITION_LINEAR );
// Add an event to change the weighting of the current track (the effect it has blended with the secon track)
m_animController->KeyTrackWeight( m_currentTrack, 0.0f, m_currentTime, kMoveTransitionTime, D3DXTRANSITION_LINEAR );
// Enable the new track
m_animController->SetTrackEnable( newTrack, TRUE );
// Add an event key to set the speed of the track
m_animController->KeyTrackSpeed( newTrack, 1.0f, m_currentTime, kMoveTransitionTime, D3DXTRANSITION_LINEAR );
// Add an event to change the weighting of the current track (the effect it has blended with the first track)
// As you can see this will go from 0 effect to total effect(1.0f) in kMoveTransitionTime seconds and the first track goes from
// total to 0.0f in the same time.
m_animController->KeyTrackWeight( newTrack, 1.0f, m_currentTime, kMoveTransitionTime, D3DXTRANSITION_LINEAR );
// Remember current track
m_currentTrack = newTrack;[/CODE]

Share this post

Link to post
Share on other sites
Don't make the animation is 3dsmax, make the propeler in its own subset, place the center at the origin and use a matrix to rotate it on its axis.

D3DXMatrixRotationZ(&matRotateZ, D3DXToRadian(varAngle));
device->SetTransform(D3DTS_WORLD, &matRotateZ);

That being said, in 3dsmax, do you copy the first keyframe to be the last key frame?

What you should do is make a 60 frame long animation, Copy the first keyframe and place it as 61. Then export only the first 60 frames. That way your animation loops smoothly. Edited by Tispe

Share this post

Link to post
Share on other sites
The rotation is just an example to explain the problem.

I tried creating 60 frame long animation and used shift to copy the first frame to 61, from 0 to 60 it's rotating 360 degree and I still have the same problem.

Take a look at the video:

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  
Followers 0