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AppGameKit Classic Chat / 3D Exporters for AGK 3D file format

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risecreature
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Posted: 18th Jan 2013 18:23
I've connected Dark Basic pro motion capture editor with AGK. Motion capture done by iPi Studio editor (used kinect camera) and edited in BLENDER. DBPro tool converts animation into the set of coordinates (x,y,z) and quaternion rotations (w,x,y,z) for every limb in model (like head, body, belt, etc). Every limb can be loaded into AppGameKit as .OBJ
<iframe width="420" height="315" src="http://www.youtube.com/embed/gybfv9-g4w0" frameborder="0" allowfullscreen></iframe>
ProfVersaggi
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Location: Maastricht Netherlands / Chicago, USA
Posted: 21st Jan 2013 09:48
What is the likelihood that 3D mesh models developed in Blender would be usable in the new AppGameKit 3D format, anyone know for sure just yet?

Many thanks in advance ...

----
From the Desk of Prof Versaggi ...
Markus
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Posted: 26th Jan 2013 15:45 Edited at: 26th Jan 2013 16:13
i use Shade 12E (64-bit), its a very good and low budget 3d software with animation.
it can export collada and fbx ...

the idea behind fbx is a dll that read/write 3d objects,
you can put your data in and i can get the data out with this lib.
a 3d editor can use this lib and save a perfect fbx file.
a programming language can use this lib and can read the fbx perfect.
i think AppGameKit can make a .FBX to .AGK3D(.OBJ) converter with this FBX lib.

(the shiva engine can read collada direct)

shade 13
http://www.mirye.net/shade-13-overview
versions 13
http://www.mirye.net/compare-shade-13-versions

shop (shade 13 basic price is $99.00)
http://www.miryestore.com/

for alls others the software "Ultimate Unwrap3D Pro" is useful

the best format i know was .3DS and .X, .3DS goes .FBX.
collada is new and good. .X ok its MS.
the interface was the main problem of all formats because
everybody make something he like but not 100% conform.
therefore the save & load must be the same dll/lib for data exchange.
Markus
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Posted: 31st Jan 2013 11:14

... i don't see hirachy functions in AppGameKit manual at 3D.
example car/wheel is one object but have sub objects.
i can place the car and then i want turn/rotate the wheels.
also you can open the door, have the position of seat
for camera pos. etc. .
animate things in game that's sometimes easier .
this hirachy is very very important generally.
SoftMotion3D
AGK Developer
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Location: Calgary,Alberta
Posted: 6th Feb 2013 03:35
i kinda skimmed this fairly quick....however..

does AGO support animation frames? or is it currently just solid objects?

again same question for OBJ...does this support animated frames or just solid meshes?

If so... where is the file spec for AGO so i can start writting an exporter?

MikeMax
AGK Academic Backer
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Posted: 6th Feb 2013 08:04
AGO will support Animations.

But for OBJ ... no way for animations. OBJ can only manage static meshes. You can combine multiple "frames" (in fact multiple OBJ files at different steps) like this : http://forum.thegamecreators.com/?m=forum_view&t=198739&b=41&msg=2404925#m2404925

But it eats a lot of memory ... :p
SoftMotion3D
AGK Developer
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Location: Calgary,Alberta
Posted: 6th Feb 2013 14:29
Haha... I remember doing that when I first started learning about 3d.

Ok can someone point me to either an app that can export animated ago,s or the file spec of ago so I can write an exporter myself.

Markus
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Posted: 6th Feb 2013 18:18

in manual i don't see functions to get the 3d object hirachy.
for turning a head or rotating a arm around its object center point i don't need a animated object.
i can do it also in game but i need easy functions to get this objects by name. object manipulating give me more freedoms and
possibilities. a animated fileformat that works without trouble are nice but secondary for me.
(with the free blender i had bad experience with 3d exports.)
MikeMax
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Posted: 7th Feb 2013 14:12
Quote: "Haha... I remember doing that when I first started learning about 3d."


Or when the engine can't support animations :p

Quote: "Ok can someone point me to either an app that can export animated ago,s or the file spec of ago so I can write an exporter myself.
"

and how will you manipulate these animations with the current version ? :p
RickV
TGC Development Director
24
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Location: United Kingdom
Posted: 29th Mar 2013 20:19
Hi all, work on 3D will be starting now (in between any bug fixing for V1.08). So we'll be working through what you have said and bringing you a plan of our actions. For now we'll enjoy an Easter break and then we'll be adding 3D anims to the world of AppGameKit!



Rick

Financial Director
TGC Team
MikeMax
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Posted: 30th Mar 2013 00:01
Great news Rick !
AppsMobilis
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Posted: 3rd Apr 2013 01:28
I use the free and open source MeshLab (see http://meshlab.sourceforge.net) to convert from Collada into OBJ format - I'm really looking forward to having animations supported in the near future as my game needs these.

MeshLab is pretty good and can import models in PLY, STL, OFF, OBJ, 3DS, COLLADA, PTX, V3D, PTS, APTS, XYZ, GTS, TRI, ASC, X3D, X3DV, VRML, ALN formats and export them into PLY, STL, OFF, OBJ, 3DS, COLLADA, VRML, DXF, GTS, U3D, IDTF, X3D

"The difference between stupidity and genius is that genius has its limits" - Albert Einstein
wargasmic
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Posted: 5th Apr 2013 06:08
Does the work on 3d include shaders? And will you be adding 3D particle system?
Markus
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Posted: 5th Apr 2013 21:11
i remember me at 3DCrafter, its a good lowbudget 3d tool and works fine with .x Animations at db pro.
(i wish it works best together with agk 3d.)
http://amabilis.com/?page_id=26363
Statue
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Location: Monterey Hills, CA
Posted: 22nd May 2013 13:33
Hello:

So where do we stand today? If you read the entire posting, there is no official specification for .ago or .obj formats. .obj could be anything - i.e. it is an extension that is so generic, that almost any 3D program could produce an .obj file, yet the contents of the file would be different. It might as well be ".the" format for all intents and purposes. The .ago format is not defined anywhere. This discussion started over 10 months ago. AppGameKit needs to be able to internally generate polygons (and optionally primitives), and SAVE in the .ago format. Right now, I want to start creating a 3D game, and can't figure out how to generate an object file that it can read (even if I have to hand-enter it), and apparently reading a file is the only way to get an object into AGK. Also, it'd be nice if AppGameKit 1.08 was released instead of in an infinite beta.

Lance
Markus
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Posted: 22nd May 2013 14:26 Edited at: 4th Jun 2013 14:55

important for me is that we have the same commands as the import
use to create a animated 3d object.
Paul Johnston
TGC Developer
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Posted: 22nd May 2013 18:11
The format is given in this message this format will continue to work once 3D animation is added.
Statue
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Posted: 23rd May 2013 00:10
Right, so you have settings, vertices, and textures. It's be nice if the format contained polygons (or lists of vertices which form polygons). There's something incomplete about it and/or the documentation.
Paul Johnston
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Posted: 23rd May 2013 01:06
The Indices section defines which vertices create polygons
Statue
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Posted: 24th May 2013 00:20
Hello Paul:

Many thanks - I'll play with that file and see what happens. Sorry to be such a pain, just I'm kind of developing an attitude with regards to AppGameKit, as in 1.08, I've reported several bugs, and instead of the bugs getting fixed, each successive beta leaves them like they are, and they are blatantly obvious mistakes.

Lance
AgentSam
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Posted: 24th May 2013 00:44
Quote: "I've reported several bugs"


Have you reported them on the AGK Issues list? (aka bugboard).

Cheers,
AgentSam
Munchy2007
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Posted: 4th Jun 2013 14:44
Once the 3D format is all finalised, will there be an easy to use TGC supported modelling package made available to go with AppGameKit?

The reason I ask is that I understand AppGameKit is supposed to be an 'easy access' programming environment (hence sticking with the 'basic' easy to learn language, rather than something a little more extensive), however all the talk of having to write custom importers and working with 3D models directly doesn't really fit with that ethos.

I also recall the nightmare time I had after my recent purchase of the Dark Game Studio, trying to find a 3D modelling package I could use that:-
a) Exported the models in a format that DBPro could use.
b) Didn't crash DBPro when the models loaded
c) Correctly loaded the textures.

For a package that was (as far as I understood) aimed at people looking for an easy 3D programming environment, I felt it was severely lacking in that respect.

I'm rather hoping that AppGameKit won't end up in the same situation.
Markus
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Posted: 4th Jun 2013 15:11 Edited at: 4th Jun 2013 15:28
we need a load and save interface (like dbpro have) for 3d, so we can build
our own 3d custom editor.
the most 3d interfaces are oneway^^
in .net i try object serialisation with produce a xml from
a complexe hirachy of objects (a complete invoice). very cool and very easy=good and perfect result.
maybe is json a better data container.
(some users need json commands also.)
my suggestion is to build 3d object at runtime and then think
about how load & save it.
MikeMax
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Posted: 4th Jun 2013 20:02
When we will be able to construct vertices and triangles (faces) in realtime and manipulate (move) them (vertices and triangles) (it's the base), we will be able to create several loaders (OBJ, 3DS, FBX etc etc) in tier 1 or tier 2.

The priority is there (it's my advice) even before having a ready-to-go AppGameKit 3D file Format.

Or maybe having a sort of "reflector" command that can evaluate (eval() command ?) real Java (android) or Objective-C commands (OpenGL or other commands). This kind of command exists in other products which allow everyone to do what they want without having to wait for these new commands to be implemented.
Markus
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Posted: 4th Jun 2013 20:41
@MikeMax
agree, a mix out glbasic and blitzbasic 3d commands would be nice at first
Alfred
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Posted: 27th Jun 2013 16:25
I don't mind at all using a specific proprietary format, as long as a good tool/plugin/program/script is given for converting from .FBX into AGK's format. I love using 3DS Max and can do great scenes in there, but generally end up cutting on lots of features because the .X exporter didn't like something and a vertex here or there went wrong, etc. I think this is one of the most limiting things in DBPro when compared to other tools.

Cheers for the idea of the "reflector" command as well. This could allow real time modification of objects that respond to user-defined functions. (Thinking of all the applications this could have in Math and Science apps!)

Hallowed are the ori.

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