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AppGameKit Classic Chat / AGK 3D Animation Editor 1.0 by SoftMotion3d

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SoftMotion3D
AGK Developer
18
Years of Service
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Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 15th Nov 2014 21:32
thanks... yeah cheetah3d is amazing... im just reading through the help book now and can hopefully learn something from it

SoftMotion3D
AGK Developer
18
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 23rd Nov 2014 21:33 Edited at: 23rd Nov 2014 21:35
Updated to r1.7 (first post) no mac version yet...sorry im workin on it.

-Fixed up the editor and include file so it keeps track of version numbers so when you edit a model and load it in...it will recreate all the models if the version number is not the same.

this fixes the issue of editting a model and changing a limb....loading it back in and having the same old limbs loading.

now it recreates them if something in the file has changed.

do not copy over the .cr file to your game projects.... just the ob2 files with their textures into the same directory.

Jack
19
Years of Service
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Joined: 4th Oct 2004
Location: [Germany]
Posted: 25th Nov 2014 20:22 Edited at: 25th Nov 2014 21:26
Looks good I found out, that this version will create an own folder in the documents directory Thank you for the update!

BTW, The parent system is awesome
I created more animations for the cat, so if anyone needs a cat to try the animation code out, I will just add it here




[catfullani.obj]


Frame [0-0] - Standard rig
Frame [1-5] - Walking
Frame [5-6] - Sit down
Frame [6-7] - Stand up
Frame [7-8] - Look up
Frame [8-9] - Look down
Frame [9-11] - Jump
Frame [11-12] - lay down
Frame [12-14] - lay idle
Frame [14-15] - lay up


Download:
https://forumfiles.thegamecreators.com/download/2542014


[/url]

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SoftMotion3D
AGK Developer
18
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 25th Nov 2014 22:36
Excellent! Thanks!

SoftMotion3D
AGK Developer
18
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 30th Nov 2014 02:42
Ok i got around to fixing some code to get a mac version out.

i have updated the first post to vr1.8 and now the zip file also contains a running mac version aswell.

SoftMotion3D
AGK Developer
18
Years of Service
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Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 9th Dec 2014 03:50
updated to 1.9

-Fixed pivot point axis z going wrong direction
-removed mac files however source is included to build for it.

SoftMotion3D
AGK Developer
18
Years of Service
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Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 23rd Dec 2014 03:10
if anyone needs help with this...just let me know as it actually works pritty good! (i made 1 game with it soo far!)

any new functions i should add to make it even easier?
I was thinking of some form of re-scale function....

SoftMotion3D
AGK Developer
18
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Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 27th Dec 2014 20:45 Edited at: 31st Dec 2014 03:53
ok so i have updated the editor on the first post.

-i added up to 80 frames of animation per object
-made it so you can play your animation backwards.

enjoy!
(you will need to grab the new include file as well for any projects your using this for)
Conjured Entertainment
AGK Developer
18
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 6th Jan 2015 23:22
This is awesome.
I was thinking of doing something like this as a work around for the 3d animations, but opted for using 2d while I wait for AppGameKit animation support.
No need to wait for the built in animation stuff to start playing with the 3d now.
THANKS!

SoftMotion3D
AGK Developer
18
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 7th Jan 2015 18:03
yup just know a few things about it....

-use runanimationtransition function to switch from one animation to another.

this makes sure all the animations stay smooth when you change from 1 animation to another.

also your obj files need to be triangle based....no quads.

if you need to fix pivot points for an object then set the ground level to 0.00 and adjust the models offsets. once you have it set acording to the ground 0.00 (the piviting point) hit the fix pivot button.

the objects you use for the animation plugin need to be in the low range... so if i say i want 20 animated models... ids 1-20 will be used for them.

any questions you have...just ask!

www.sheldonscreations.com
SoftMotion3D
AGK Developer
18
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 6th Apr 2015 18:30 Edited at: 6th Apr 2015 18:56
bump...anti lock

for those having trouble with scaling issues.... i can now import and export obj files into model prop. With that program you can fix normals lighting and also resize,rotate and adjust object pivot points..... even retexture if ya like.

i will post an updated version of model prop today with source code. I also have an update for the voxel editor.


edit:
ok model prop has been uploaded and is located here:
http://www.sheldonscreations.com/forum/index.php/topic,12.0.html

www.sheldonscreations.com
SoftMotion3D
AGK Developer
18
Years of Service
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Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 19th Jun 2015 18:22
dont know if anyones still using this.... but i have added some functionality.

you can now adjust the total objects scale and effects all limbs.

The scale system is not saved into the file format... however will be accessed by the commands setobjectscalex,y,z etc through code.

i will update the editor download right now as well as the source object_include file to include the new scale commands.

(this update no longer supports agk v1 as it uses string commands from v2)

give me five mins to update files...

www.sheldonscreations.com
gwheycs62egydws
14
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Joined: 17th Aug 2009
Location: The World
Posted: 19th Jun 2015 22:56
@SoftMotion3D

glad to know there has been an update

at some point i plan to use a lot of program but
not until recently did any of the programing make sense to me
now that i have agk2 and DBP

i can show what i want my program to look like in DBP
and at least for now out put the Agk 2 version
at some point down the road when it matches closer to DBP guilty

to move side ways - is to move forward
Since a Strait line gets thin fast
SoftMotion3D
AGK Developer
18
Years of Service
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Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 31st Aug 2015 03:29 Edited at: 31st Aug 2015 03:31
updated to R2.3

also updated the include file and i will update the mac version right now

i also included my knight animated to show how that looks/works.

update and try it out

note... this will probably be the last update since tgc will have the 3d update coming soon with physics.

download from first post

www.sheldonscreations.com
Mobiius
Valued Member
21
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Joined: 27th Feb 2003
Location: The Cold North
Posted: 31st Aug 2015 16:47
Quote: "Please download the latest updates from here: updated Sept 1,2015"

So they'll be available tomorrow then?? lol

SoftMotion3D
AGK Developer
18
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 31st Aug 2015 17:58
Lol yeah my dates out a tad.... Its available now.

www.sheldonscreations.com

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