character animation with scripts

yes I want to create some library for this for myself and others but when I try write this sort of script and try to run it it’s always says error and even with trying to modifies them the same error. It’s certainly my fault, a computer is dum, but with no knowledge I can’t resolve it. :'(

???
If some one will send me or set on this forum topic some different examples about groups and their possibilities I would be able to learn it. If not, I would wait until a new version of 3DC appears with script recording feature

I want to know which codes IN VBSCRIPT I must write
for the following steps.

Thanks for the help you will provide me

draicker2003
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FOR ANIMATION OF POEPLE OR CHARACTERS
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1) andnbsp;GET THE PATH WHERE THE ACTIVE SCENE IS SAVED
andnbsp; andnbsp; FOR EXAMPLE:
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp;SCENE : C:MODELSLEOLEO.3DC
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp;PATH andnbsp;: C:MODELSLEO

2) andnbsp;CREATE A DIRECTORY ANIM IN THE PATH YOU JUST GET
WHICH WOULD HAVE AS RESULT
andnbsp; andnbsp; C:MODELSLEOANIM

3) andnbsp;GET THIS PATH C:MODELSLEOANIM AND SAVE THERE
THE SCENE AS IDLE.3DC

4) andnbsp;DEFINE TIMES, BONE NAMES, BONE POSITION AND BONE
ROTATION

andnbsp; andnbsp; A) andnbsp;TIME
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp;EXAMPLE:
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp;Dim Time(4)
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp;For x andnbsp;= 1 to 4
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; Time(x)= x / 4
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp;Next x

andnbsp; andnbsp; andnbsp;B) andnbsp;BONE NAMES
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp;EXAMPLE:
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp;Dim Bonen(4)
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp;For x = 1 to 4
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; Bonen(x)=andquot;Back Upperandquot;
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp;Next x

andnbsp; andnbsp; andnbsp;C) andnbsp;BONE POSITIONS andnbsp; andnbsp; : X=1,Y=2,Z=3
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp;EXAMPLE:
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp;Dim BoneP(4,3)
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp;For c = 1 to 4
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; BoneP(c,1)=get bone
position X ( Bonen(c) )
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; BoneP(c,2)=get bone
position Y ( Bonen(c) )
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; BoneP(c,3)=get bone
position Z ( Bonen(c) )
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp;Next c

andnbsp; andnbsp; andnbsp;D) andnbsp;BONE ROTATION andnbsp; andnbsp; : X=1,Y=2,Z=3
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp;EXAMPLE:
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp;Dim BoneR(4,3)
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp;BoneR(1,1)=-4
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp;BoneR(1,2)=0
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp;BoneR(1,3)=0
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp;BoneR(2,1)=4
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp;BoneR(2,2)=0
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp;BoneR(2,3)=0
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp;BoneR(3,1)=4
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp;BoneR(3,2)=0
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp;BoneR(3,3)=0
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp;BoneR(4,1)=-4
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp;BoneR(4,2)=0
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp;BoneR(4,3)=0

5) andnbsp;MOVEMENT

andnbsp; andnbsp; A) VERSION andnbsp;1
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; EXAMPLE:
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp;
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; Rotate Bone
(Bonen(1),Time(1),BoneP(1,1),BoneP(1,2),BoneP(1,3), _
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp;
BoneR(1,1),BoneR(1,2),BoneR(1,3))
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; Rotate Bone
(Bonen(2),Time(2),BoneP(2,1),BoneP(2,2),BoneP(2,3), _
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp;
BoneR(2,1),BoneR(2,2),BoneR(2,3))
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; Rotate Bone
(Bonen(3),Time(3),BoneP(3,1),BoneP(3,2),BoneP(3,3), _
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp;
BoneR(3,1),BoneR(3,2),BoneR(3,3))
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; Rotate Bone
(Bonen(4),Time(4),BoneP(4,1),BoneP(4,2),BoneP(4,3), _
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp;
BoneR(4,1),BoneR(4,2),BoneR(4,3))

andnbsp; andnbsp; B) VERSION andnbsp;2
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; EXAMPLE:
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp;
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; For d = 1 to 4
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; Rotate Bone
(Bonen(d),Time(d),BoneP(d,1),BoneP(d,2),BoneP(d,3), _
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; andnbsp;
BoneR(d,1),BoneR(d,2),BoneR(d,3))
andnbsp; andnbsp; andnbsp; andnbsp; andnbsp; Next d

6) andnbsp;SET KEYFRAME TOTAL TO 31

7) andnbsp;SET KEYFRAME /SECOND TO 30
andnbsp; andnbsp;
8) andnbsp;SAVE SCENE

9) andnbsp;EXPORT SCENE TO DIRECTX AS FILE NAME IDLE.X IN
DIRECTORY C:MODELSLEOANIM
andnbsp; andnbsp;
andnbsp; andnbsp; andnbsp;A) andnbsp;WITH ALL VARIANTS AS TRUE
andnbsp; andnbsp; andnbsp;A) andnbsp;WITH ALL VARIANTS AS FALSE
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Hi
I don’t really understand what you’re trying to do. andnbsp;I don’t use 3DC for animation (except for a few trivial moments on this list) but it seems you want to use a script to animate a scene, writing out that scene to direct x as you go. andnbsp;I think this is possible.

Is there any reason why you don’t want to use 3DC to do the animation? andnbsp;You could do this by attaching component scripts to each of your bones and other bits.

Are you trying to create a library of scripts for walking and other standard movements? andnbsp;I think people would like that. andnbsp;Big project <!– s:-) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":-)" title="Smile" /><!– s:-) –>

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