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Old 07-03-2013, 08:36 PM   #26
Eukos
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Trooper here is right.
A midi file doesn't contain any actual sound, only commands that tell which instrument is played at which timeframe, etc.
That's why they are so small afterall.
MIDI files overall work completely different than wave and you might notice that if you pause a midi in the middle of a long tone, it stops and will only play the notes that are being called after you un-paused the movie.
There is no way around that, the same happens in every single MIDI audio player.


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Old 07-04-2013, 01:18 AM   #27
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Well, there is a way around it, but back in those days it would've required a bit too much computation time to be worth it.

As for why wav's get cut off and MIDI's don't, this is simply the way 3DMM was coded. It probably uses the frame and scene information to compute how far into the latest MIDI you are (or stores it directly), and feeds that into the MIDI player to "play this MIDI starting here". For WAV's it didn't do that, not because it's impossible (it's not), but because it would've been a tad complicated to do in 1995's technology. It has multiple WAV "tracks" (assigned to each scene object), so it would have had to do a lot of detection and iterating through potentially tons of objects that have WAV tracks, to figure out what and where to play sounds from immediately on hitting play. Or it could've actually stored per frame what & when to play, which would make 3mm files, and memory footprint, a bit bigger. They decided it wasn't worth it, and I don't blame em. MIDI is only easier because there's only one at a time, it's easier to compute what & when to play.
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Old 07-04-2013, 01:26 AM   #28
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It just wasn't necessary at the time.


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Old 07-04-2013, 01:19 PM   #29
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Well I think it would be. If I had any skills in computer coding, id try it myself.


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Old 07-04-2013, 01:36 PM   #30
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If the source code of 3dmm was available we would have done really crazy things already...
From moving cameras which attributes you can modify (such as FOV and angle) to spotlight objects that cast shadows. Oh and obviously multi-platform support :3

Even if you can code, implementing the pause feature into 3dmm isn't easy because you need to hack into the executable... you don't have the source code so it's hard as fuck. I'm sure Travis might find a solution to your problem but from the top of my head 3dmm doesn't primarily support it.

I'm doing programming for almost a decade now in various languages and I am not as advanced as Travis is, not by far. It's impressive what he has done and I think he deserves a lot more credit for that...


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Old 07-04-2013, 02:57 PM   #31
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I'm going to look into the Vista/7/8 MIDI issue, but the one problem is that my development VM is current XP. I'll have to set up a new one to test on this.
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Old 07-04-2013, 05:35 PM   #32
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Alright, thank you very much!


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Old 07-04-2013, 05:54 PM   #33
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Yeah, when I said
Quote:
Originally Posted by Trooper
But that's why when you pause and play in the middle of a scene, it might miss out a note out because you've already passed the point at which that note begins.
I meant to say
Quote:
Originally Posted by Eukos
you might notice that if you pause a midi in the middle of a long tone, it stops and will only play the notes that are being called after you un-paused the movie.


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Old 12-08-2013, 09:08 AM   #34
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Wow, I never noticed this until now because it was stickied, but this is awesome! Great work man, you're a hero. "baby activity center" made me lol, very true, and it will be very nice to have it quiet.

Unfortunately, the most useful patch for me makes 3dmm stop working. It's the "Keep Playing in Background" one, which would be helpful basically because I have this Vista midi issue Eukos brought up. It would be helpful because minimizing and restoring 3dmm stops the midi drone, but also stops the movie. The error that happens when I install that patch is I can't click and drag anything, both in "Reposition" and in "Resume Last Action." The pointer just goes straight to the middle of the object and does nothing. So fixing this patch would be nice, but a direct fix for the midi vista issue would be great for me, since that's the main thing keeping me from enjoying early 3dmm movies (and causing minor annoyances in a handful of newer ones).

Last edited by Compcat : 12-08-2013 at 09:35 AM.
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Old 12-08-2013, 10:35 AM   #35
Marko Polo
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I'm getting the same cursor problem
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Old 01-09-2014, 07:14 AM   #36
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I'm noticing another issue. Looping sounds appear to not be working as well. A small issue. Overall it's better to have peace and quiet in there, even if that means no looping sound.
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Old 12-25-2014, 05:04 AM   #37
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Quote:
Originally Posted by Gorosaurus
Obviously the v3dmm patch doesn't work when opened in a random folder like the 3dmm patch does. So I make a copy of my original v3dmm file and replace with the patch. The manager now starts up fine, buuuut



EDIT: Now it says that even when I replace the patched v3dmm with the original.


I still haven't been able to run v3dmm since this post.


I have tried uninstalling/deleting all traces of 3dmm. I then re-run the v3dmm setup, and I still get the same error window any time I try to run a .vxp.


.3mm files play fine.
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Old 12-27-2014, 05:39 AM   #38
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You know what you have to do.
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Old 12-27-2014, 10:36 AM   #39
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No clue as to how that could happen on Windows.
One time though I had a similar issue (that was 3dmm always complaining about not finding 3dmm files) and what I did is the following:

1) Rename the 3D Movie Maker folder to something else (e.g. 3dmm_backup)
2) Make a default install of 3DMM mini (from 3dmmstudio.co.uk)
3) Setup v3dmm and check if it works with 3dmm mini.
4) If it works, copy over the missing files from 3dmm_backup into the 3D Movie Maker folder

Explanations why this could happen:
Some weird registry bug, dangus
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Old 12-29-2014, 05:19 PM   #40
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I'm pretty convinced that it's a registry problem as well, but what confuses me is that the error seems to be one that 3dmm is programed to give. 3dmm itself is a fresh install, and the problem is something that v3dmm is adding to the opening of 3dmm.

I will have to try your trick and see what happens! I can see that formatting C is probably my best bet
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Old 12-30-2014, 12:53 AM   #41
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Interesting. I downloaded the x3dmm folder structure that you provided and tried to link v3dmm to those directories, and it says "v3dmm::LoadEnvironment failed!"
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Old 12-30-2014, 01:32 AM   #42
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I GOT IT!



Sweet!

It involved using the x3dmm folders for v3dmm and expansions, but having the normal 3dmm folder still under Microsoft Kids. I have no idea why there would be a difference, but it looks like it's operating great. 3dmm has the opening music once again- which should offer some clues.
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Old 12-30-2014, 03:38 PM   #43
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Yeah It always requires itself to be under that exact same directory.
I had good intentions with x3dmm but its installation varies from OS to OS. It worked fine on a fresh install of a Windows XP laptop but Windows Viata and 7 users could never get it running out of the box. I apologize!
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Old 01-11-2015, 10:07 AM   #44
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Updated with a new patch to unlimit the framerate, based on some 3dmmInternals discoveries.
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Old 01-11-2015, 07:54 PM   #45
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Good work!
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Old 02-22-2016, 08:30 PM   #46
Justin Wawrzonek
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Travis you are a mad genius.


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Old 10-10-2018, 05:29 PM   #47
Devan Wolf
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Weren't you supposed to make another patch option which sends a GM reset or Reset All Controllers command every time a MIDI song is stopped/done?
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Old 11-07-2019, 03:18 PM   #48
Squidward Tentacles
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Hoping for the feature to fix the frame thing, I really get annoyed having to animate something just to get some free frames.
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Old 11-07-2019, 03:22 PM   #49
Dustin Guest
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There's an easier way to do that.



Click on that, hold the forward button down as long as you want to create a ton of frames and then hit undo. The actor will be where you left him, but you'll have 200 or however many frames to play with.
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Old 11-12-2019, 09:01 PM   #50
Gorosaurus
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Huh. I didn't know that.

I always animated an object for however many frames I figured it'd take.
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