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AppGameKit Classic Chat / really good online 3d object converter

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SoftMotion3D
AGK Developer
19
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 26th Aug 2013 02:50 Edited at: 27th Aug 2013 06:35
This is an awesome find!!

This .x to .obj file converter works better then the one supplied by tgc and keeps limbs together when it dumps a solid mesh.

try it out and it looks like it supports a few formats.


Its free!
http://www.greentoken.de/onlineconv/

also for some reason on my browser I need to double click the add file button. maby its like that for all?

haliop
User Banned
Posted: 26th Aug 2013 03:45
You can also try blender which is free it supports alot of formats import export .. and i have already tested it it does the work , not sure about limbs ..

SoftMotion3D
AGK Developer
19
Years of Service
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Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 26th Aug 2013 15:20
ok so im close to uploading ModelProp 2013...

Its a free drawing/animating application that I have setup to work well with framed animations.

When AppGameKit V2 comes out it actually already supports smooth .x animations but now you can export .x animated frames and use the online file converter to output .obj frames for use with AppGameKit 1.

Im going to try putting some help videos together to help people learn...but once you learn its a very easy editor to use.

Very easy to animate as well.

I'll post it up when shes ready.


Zwarteziel
13
Years of Service
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Joined: 22nd Jan 2011
Location: Netherlands
Posted: 26th Aug 2013 15:57
Wow SMD, that looks really cool!! Can't wait to give it a go!
haliop
User Banned
Posted: 26th Aug 2013 21:12
looks awesome.. lol what windows is that? xp?

SoftMotion3D
AGK Developer
19
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 26th Aug 2013 23:38
Actually it's windows 7 with classic view enabled...

I prefer it over the transparent memory hog settings.

SoftMotion3D
AGK Developer
19
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 27th Aug 2013 06:25 Edited at: 27th Aug 2013 06:37
here it is...

It has lots of functions coded so far but does need allot to finish the project.

In the mean time... Its usable for DarkBasicPro , DarkBasic Classic, [AGK v1,AGK v2 (with a quick reference video soon)]

Its well known that a program without help or documentation may seem hard to learn.
I do have Mouse Over help however I have not added in mouse over help on vertex editing yet
as this whole area is grey at the moment [wip] but usable.


Requirements:
-1024x768 min resolution at 32bit or will fail at launch
-Direct X 9.0c Latest and Last Release.
-A windows pc running XP,Vista,7,8 is unknown....
-a 2 button mouse with wheel button as 3rd

Controls:
[mouse]
-right click [initializes camera change]
+holding it makes camera look around
+Press and hold left click as well will move camera forward/back
+Press and hold wheel button as well will move camera up/down

-left click [selects object]
-left click hold [starts mouse editing]
+right click hold as well and then let go of both [undo]


I will try to make videos and updates soon.
[blue gui...will crash after allot of menu surfing]

let me know what you guys think so far... I know its a huge leap from the original model prop.

http://www.smotion3d.com/downloads/mp2013.zip


functions coming soon include:
-.x importing
-.dbo importing
-vertex edit tools
-animation tools

and of course... more models

If your in a rush!
[Use Model Prop 2011 to import models and save as .3mp format]
Model Prop 2013 will load 2011 files in as the format has not changed
its even txt format.

haliop
User Banned
Posted: 27th Aug 2013 10:49
working well on windows 8 havent tried it too much yet.. cause it seams kinda complicated.. maybe you should upload a small video tutorial? GREAT JOB MAN!!!!!

SoftMotion3D
AGK Developer
19
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 27th Aug 2013 15:19 Edited at: 27th Aug 2013 15:19
I had two old videos when it was still earlier in development.

they don't have any sound but here they are...

I will make a new video this weekend.
https://www.youtube.com/watch?v=7tHrY-cE7yA
https://www.youtube.com/watch?v=2n7rILgEofY

SoftMotion3D
AGK Developer
19
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 28th Aug 2013 04:44 Edited at: 28th Aug 2013 05:41
I was wondering...who else in the forum is trying to make a framed 3d animation for a 3d game?

I've been doing some testing....4 frames looks bad... 8 works but choppy.

It looks like all animations will look best at 16 frames per model.

soo...

16 .obj files to complete a simple walk animation.

This will be hard on memory I bet...

Again.... this is just for v1 needing this , agk v2 will just be one model for animations which modelprop already does.

Im going to make 2 functions in the animation tools and upload.
First will expand a 4pose animation to 8 for smoother result
Second will expand a 4pose animation to 16 for smoothest result

With ModelProp you only need to set 2 pose frames only for a complete walk animation

eg.
frame 1 is initial pose
frame 2 is walk pose 1
frame 3 is initial pose
frame 4 is walk pose 2

with those set, my 2 new commands will either expand to 8 or 16 and smooth! Let model prop set your pose frames for you =less work

I will update when its ready with a video showcasing sonic running on the agk screen.
(showing an 8 frame run/ and a 16 frame run)




edit: ok test...

this is a 16 frame animation of the hedgehog in agk...
If you guys are good with that smoothness level I will update modelprop with those 2 new functions.

It will also be able to do 8 frame.

------------------------------------------>download

(also don't use the hedgehog I drew in a game or project....that would not be very smart)...or at least name him something else but he may resemble sega's character too much.

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SoftMotion3D
AGK Developer
19
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 29th Aug 2013 01:34
hum...anyone try that download example yet? is anyone using that type of method for 3d animation?

SoftMotion3D
AGK Developer
19
Years of Service
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Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 15th Sep 2013 18:59
Im going to make a new thread for mp2013 today. I will make some help videos and will need to reference mp2011 in conjunction with it as its the only way to import .x at the moment since I haven't coded that section yet for the new version.

I will make an updated download today in that new thread along with some help videos.

MarcoBruti
13
Years of Service
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Joined: 20th Nov 2011
Location: Caput Mundi
Posted: 15th Sep 2013 21:32
I have tried the online converter, with the free bandit1.x model from the TGC site, but, as I have argued, MTL files are not supplied. So only thing that we could do with AGKv1 is to create simple models and apply textures with setObjectImage...or not?
MarcoBruti
13
Years of Service
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Joined: 20th Nov 2011
Location: Caput Mundi
Posted: 15th Sep 2013 21:34
Quote: "MTL files are not supplied."

[EDIT] MTL files are supplied by the converter, but not used by AGK.
SoftMotion3D
AGK Developer
19
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 15th Sep 2013 21:40 Edited at: 15th Sep 2013 22:00
that is correct however you just need to load the image as well and then texture the obj file after loading it.

the obj file does retain uv alignment. Your object file needs to be mapped in a way that it uses only one image to texture the whole thing

I just made a whole crud load of videos to help people use MP

I will start a thread once I get it all up on youtube.

but here is a sneak peak video until then.

https://www.youtube.com/watch?v=C7gfc2AKR6g

edit: I haven't messed around with agk lighting yet...but as you can see all I would have needed to do was texture his legs and arms with a slightly darker yellow to be more defined.
but uv map worked fine...

My opinion is that AppGameKit V1 is very usable for a 3d game. Just need to jump through certain hoops to make it happen.

framed animated 3d objects is one of them.
animated 2d plains is the other....

at least v2 will use the .x animated so until then those are the options

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