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Dark GDK / Frame Stretching?

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Malboro Jones
14
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Joined: 10th Dec 2009
Location: Wales - UK
Posted: 12th Nov 2010 11:11
Any idea why the model I've made has gone from 60 frames in 3DS Max to 9620 frames when loaded into a game?

Exporter used was Kw-Xport for 3DS Max 2011, had the same problem with 2010. I've also noticed that the demo "Dark Dungeon" has models with massive frame count so someone must know what's going on.

Thanks, Mal.

Don't make war, make tea.
Dodga
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Posted: 12th Nov 2010 11:21
It's the way you set up the keyframes. Panda exporter has options in it like Sample Frames or Ticks only, play around with those settings if your exporter has it. You want to do max ticks only and it will only export the max frames only.
Malboro Jones
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Joined: 10th Dec 2009
Location: Wales - UK
Posted: 12th Nov 2010 11:24
I tried that exporter before and had a lot of problems with it, I don't think the one I have has any options like that but I'll take a look later.

Don't make war, make tea.
Dodga
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Posted: 12th Nov 2010 11:44
Thats odd I've never had a problem exporting with it before honestly, it lets me export multiple uv channels and everything, it's pretty good and gives you alot of control. I had some trouble when I first started out with it but then figured out the settings and its worked perfect ever since
Hassan
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Posted: 12th Nov 2010 13:42
its the exporter, creates more keyframes to make it smoother, if you try the model with 60 frames ingame, it would look jerky

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Malboro Jones
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Location: Wales - UK
Posted: 17th Nov 2010 17:32
Aright thanks, I'll just work with it as it is, I just have to figure out the right keyframes myself everytime I export models

Don't make war, make tea.
_Pauli_
AGK Developer
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Joined: 13th Aug 2009
Location: Germany
Posted: 17th Nov 2010 18:12 Edited at: 17th Nov 2010 18:14
If you don't manage to get the real frame count out of your exporter, you could still calculate it on your own.
If you made the animation to have let's say 60 frames and the output model from your exporter has 1000 frames, just divide 1000 by 60, then you know how much you have to advance your animation each frame. You can work out a custom play function like that.

Now the plot thickens, the fps decreases, and the awesomeness goes through the roof.
Malboro Jones
14
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Joined: 10th Dec 2009
Location: Wales - UK
Posted: 17th Nov 2010 19:34
yep that's what I've done, annoying though because the stretch always differs so I have to work it out for every keyframe for every model groooowl

Don't make war, make tea.

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