Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

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

Author
Message
SoftMotion3D
AGK Developer
19
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 3rd Oct 2014 03:21 Edited at: 31st Aug 2015 03:26
AgkSM3D is a 3d animation rigger/animator for use with AGKv2

Please download the latest updates from here: updated Sept 1,2015
Mac and Windows only with source included!
http://www.sheldonscreations.com/forum/index.php/board,6.0.html

Enjoy!

www.sheldonscreations.com
SoftMotion3D
AGK Developer
19
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 3rd Oct 2014 07:18 Edited at: 19th Jun 2015 20:17
complete commands added to agk




instructions:

-object files should be trianglar based not quads.... they will appear to work but will not load correctly if the plugin needs to recreate the 3d files.
-holding rightmouseclick in allows you to navigate camera
-holding leftmouseclick zooms camera in
-you cannot load a model into limb 0
-you can set a child limb to a non existing limb....crazy things happen so try not to do that.
-try to link limbs in order
-frame 0 is the base pose
-every frame after 0 defaults to base pose

-if you want to quickly rig another character with same anims as another....just edit that character and change out the body parts. animation will stay intact

I will post an example here for the demo cat walk that i did on the editor.


example of what the code looks like:

this is after you have included the objects_include functions file...
edit: file removed for compatibility reasons... dont worry i will post new examples!


keyboard shortcuts:
-qwe,asd for editing by 1 value
-arrowkeys to flip through frames,limbs

video tutorials:
(there is a slight pause in between 1 of my takes...don't worry voice comes back)


Tutorial 2 ... using AGK_SM3D


www.sheldonscreations.com
Rich Dersheimer
AGK Developer
15
Years of Service
User Offline
Joined: 1st Jul 2009
Location: Inside the box
Posted: 3rd Oct 2014 23:00
This looks like it will be very cool! I'll try it when I get home tonight. Thanks for sharing!

SoftMotion3D
AGK Developer
19
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 3rd Oct 2014 23:40 Edited at: 3rd Oct 2014 23:41
if you have used darkbasic classic.... it has pritty much the same limb build system and i have made it very easy to use/learn.
what this one can do is actualy transition from one animation to another smoothly which dbclassic/pro could not do without the use of external plugins.
I can upload my hockey guy if you want to see a full set of animation frames setup. Its easy for me now to just change the objects out and have a new hockey player with all the same animation sequences.
When i get home i will upload it without textures,then just copy the file into the media folder. Id be happy to make you some youtube videos on using it too!
with the demo cat i included, set the end frame to 4 and click play. That will show you the smooth animation of the cat walking. Play around with the speed setting from 0.01 to 1.0

let me know what i can do to improve it...as it is very basic and still requires a pen and paper to write values down as you go from limb to limb, frame to frame.
I would say that this program is not bound to just making characters...it could be used for anything 3d that moves(animates)

SoftMotion3D
AGK Developer
19
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 4th Oct 2014 02:18
ok here is a hockey player model you can throw in the media folder.

should have all animation sequences that you can set within the animation editor to see how it works.

-i can see that im in need of a quicker way to switch through the limbs so i will be making a bunch of keyboard shortcuts....asap

Attachments

Login to view attachments
SoftMotion3D
AGK Developer
19
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 4th Oct 2014 04:11 Edited at: 8th Oct 2014 03:19
changes:
-added keyboard shortcuts
[leftkey/rightkey] scroll frames
[upkey/downkey] scroll limbs

[q,w,e,a,s,d] quick adjustments +or- 1.0
first select any edit box with mouse [rotation or position editing]
then you can use those buttons to modify 1 or the other depending on the last one selected with the mouse

i find this is gunna help out lots already!




edit: for fun i assembled my robot guy and made a quick dance move :p

download and add it to the media folder.
also its frame 0 to frame 5 for the animation

edit: file removed.... let me clean up some stuff and i will add it in with a new editor update.

Jack
20
Years of Service
User Offline
Joined: 4th Oct 2004
Location: [Germany]
Posted: 5th Oct 2014 19:52
Thank you SoftMotion
This is a very good extension to the standard 3d commands in AppGameKit, now you made it possible for the community to have 3d characters.
The animation you have done is one of the important things for 3d games!



Is this code for AGK2?
I cannot compile it with agk1
dim edit_object1#[2,8] does the error.
No multiple equate symbols in there. Am I doing something wrong?


[/url]
SoftMotion3D
AGK Developer
19
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 5th Oct 2014 22:13
this compile was done in agk v2..... give me a few mins and i will do a v1 and post it.

SoftMotion3D
AGK Developer
19
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 5th Oct 2014 22:23 Edited at: 8th Oct 2014 03:10
ok here is the agk v1 code working.... use this one for agk v1. use the one posted above for v2

edit:file removed for compatibility reasons

SoftMotion3D
AGK Developer
19
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 5th Oct 2014 22:33 Edited at: 6th Oct 2014 05:43
here is a screen shot of a troll i drew yesterday... i just finished assembling him now so i can do animations with him.... humm he needs a hammer first so i will draw that next.

for the editor i will be doing some minor updates as i start using it myself to make things easier for others. I think i will code a copy frame/paste frame today and update it.



edit:
i forgot to mention a few things...
-make sure your objects pivots are correct before loading them in.
-make sure your character is the correct size... with this plugin you cannot scale them and would take an extream amount of effort to have that ability.
-once your character is made you can take the .ob2 file generated plus any textures and put them into a folder in your game project.
to load the model with textures type this in
loadanimatedmodel(id,directorypath$,filename$,1)
if you chose to put the directory into the filename your images will not be found for that model.
any questions please ask! its really easy to use!
for direct x users... [.x] for darkbasic pro i can easily make a utility to convert these .ob2 files to an animated .x file
If this is a rush request i can get on this now... let me know.
[export only!]

edit:
currently working on and should be out this week.

-copy frame
-paste frame
-erase frame
-quit button
-touch screen support
-wi-fi file sender for easy uploading models back to your pc from handheld device.

as soon as i make it to wi-fi sender i will post an update as the wi-fi sender will take me a solid weekend to setup properly.

aviles22
10
Years of Service
User Offline
Joined: 1st Dec 2013
Location: New Jersey, USA
Posted: 6th Oct 2014 13:29
@ SoftMotion3D. So this utility allows an animated 3d model to be imported into AppGameKit from code when #include "objects_include.agc"?

Then in code:

#include "objects_include.agc"
initialize_objects(50)

loadanimatedmodel(1,"","mymodel.ob2",1)
playobject(1,0,4,1,0.08,20)
haliop
User Banned
Posted: 6th Oct 2014 15:11
wow great tool havent tried it yet but most likely to do that now

SoftMotion3D
AGK Developer
19
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 6th Oct 2014 15:25
Quote: "So this utility allows an animated 3d model to be imported into AppGameKit from code "


almost... it allows you to build a model with imported solid shapes. then you link limbs together,texture them and animate them with this utility.

i could however create a utility to export from this new .ob2 format to an animated .x for use with dbpro... i just cant reverse that.

Quote: "#include "objects_include.agc"
initialize_objects(50)

loadanimatedmodel(1,"","mymodel.ob2",1)
playobject(1,0,4,1,0.08,20) "


the only part missing from that is updating the object every sync.

do
updateobjectanimation(1) //if thats its id
sync()
loop

Quote: "initialize_objects(50)"

this line should be called at start and tells the plugin how many animated models you want to have. the catch is you need to use 1-50 for animated models.... any other id will not work unless you expand the amount to initialize.

too many of these loaded updating at once will kill your frame rate.

Jack
20
Years of Service
User Offline
Joined: 4th Oct 2004
Location: [Germany]
Posted: 6th Oct 2014 15:53 Edited at: 8th Oct 2014 02:05
The AGK1 snippet works pretty well Thank you for your hard work!

But I have still a problem with textures in there. If I load a .ob2 in AppGameKit, the uwmaps are looking damaged. I checked the models in the Sandbox folder and made this shot:


http://www.onlineartsgames.de/tgc/uwmap.png
On the left, you see the compiled model with wrong UV data
On the right, you see the original model.
Iam using Milkshape 3d to develop my models.

Currently Iam checking your .ob2 compile code for hits (the code is awesome!)


[/url]
SoftMotion3D
AGK Developer
19
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 6th Oct 2014 17:03
was the model textured with milkshape? is that where its good but bad when saved out as an obj file?


try saving a different format and use this conversion tool...the one i use.

http://www.greentoken.de/onlineconv/

if you pay them a few bucks they give you a link to upload and convert more files at once.

Jack
20
Years of Service
User Offline
Joined: 4th Oct 2004
Location: [Germany]
Posted: 6th Oct 2014 21:03
Thank you SoftMotion for you fast answer! I will try the model converter.

If I import my model in the animation Editor everything looks fine.
The problem occurs the first time if I try to load the compiled/rigged ob2 file back to AGK_SM3D.


[/url]
SoftMotion3D
AGK Developer
19
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 6th Oct 2014 21:47 Edited at: 6th Oct 2014 21:48
ah... ok i know what the problem is.

its the way i extracted the uv data from the obj file. Each application that exports to the obj file has the ability to do it slightly different.

using the model converter posted above should do the trick.

i have seen obj files uv coded in different ways.
-(method im using) there is as much uv data as vertex data...all in order
-(method i think milkshape is using) recycles uv data and grabs different uv not in any special order. I think i can code a fix for this if you send me a file from milkshape i can dig into it and see how the texture data is stored.

one last known problem is that your obj file can not be made up of quads... it must be trianglar based.

Jack
20
Years of Service
User Offline
Joined: 4th Oct 2004
Location: [Germany]
Posted: 6th Oct 2014 23:30 Edited at: 6th Oct 2014 23:38
Hello Softmotion!
I have converted all obj files with the online converter, and everything works fine in AGK_SM3d now. Iam also able to load the model with the right UV maps and animation.
But I got still that problem, when I try to import the ob2 with AGK1. I have attached a file with all my media (milkshape 3d, converted, and the working .ob2) inside:


[/url]

Attachments

Login to view attachments
SoftMotion3D
AGK Developer
19
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 7th Oct 2014 01:55 Edited at: 7th Oct 2014 02:01
its exactly what i suspected..... look at this picture.

my file assumes everything is in order and milkshape saves random order.

I can fix this just give me a few hours


f #/#/# #/#/# #/#/# these are the construction of the faces

you can see from the 2 files side by side that its picking the wrong normals data and wrong uv texture , however the vertex data is perfect

SoftMotion3D
AGK Developer
19
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 7th Oct 2014 02:42 Edited at: 8th Oct 2014 03:12
ok problem has been fixed... i updated the software on first post.

know that the new buttons i added have no functionality yet...im working on that.

let me make you a new agk v1 working objects_include and i will post it on this post.

for v2 users you can just extract the one from the animation editor

edit: include file removed....grab from first post

Jack
20
Years of Service
User Offline
Joined: 4th Oct 2004
Location: [Germany]
Posted: 7th Oct 2014 04:53 Edited at: 8th Oct 2014 02:04
Thank you for the nice update

The texture works a lot better, and the animations are working!


There is still one problem, with the AGK1 code :S
The AGK2 AGK_SM3D version works very good! I can load my model in there, edit and save it - the everything looks fine - the texture
and the animation.

The error occurs, if I try to load that same .ob2 file in the AGK1 example. Still, the texture is loaded nearly perfect and the animations are working as they should. But there are some limbs missing. This is a little hard to explain, so let me make a picture:

http://www.onlineartsgames.de/tgc/screent.png
(Sorry for the dark picture, but you will get the point)
There are some UV coordinates displayed wrong on some limbs in the AGK1 version, the chest is the best example. I cannot explain the missing limbs. All limbs .obj files seem to be in the at the right place in the media folder(with damaged uv data). And I am still trying to figure out, why the SM3D shows everything correctly.


[/url]
SoftMotion3D
AGK Developer
19
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 7th Oct 2014 05:14
humm...maybe i missed something...lol

send me your new cat .ob2 file with its texture so i can do some quick tests....

missing limbs.... very odd... but i should be able to fix this tonight

Jack
20
Years of Service
User Offline
Joined: 4th Oct 2004
Location: [Germany]
Posted: 7th Oct 2014 05:17 Edited at: 7th Oct 2014 05:18
File Attached

- catnew2.ob2 (no animations in it, but they seem to work)
- cat_texture.png


[/url]

Attachments

Login to view attachments
SoftMotion3D
AGK Developer
19
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 7th Oct 2014 05:26
ok so me trying to load that on my pc is missing the same limbs.

i will see if i can assemble it with your raw shapes. i will report back my findings.

Jack
20
Years of Service
User Offline
Joined: 4th Oct 2004
Location: [Germany]
Posted: 7th Oct 2014 05:38
I will just attach the rigs to be shure


[/url]

Attachments

Login to view attachments
SoftMotion3D
AGK Developer
19
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 7th Oct 2014 06:36 Edited at: 7th Oct 2014 07:01
ok so i made some headway with it....now all the limbs are there except i lost all the uv data...lol

i will investigate further... hopefully i will figure this out tonight before i go to bed.

SoftMotion3D
AGK Developer
19
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 7th Oct 2014 06:54 Edited at: 8th Oct 2014 03:13
ok jack! its fixed and working perfectly!

limbs all there, uv looking correct, no longer has batman symbol lol! hopefully that wasnt suppose to be there.

i updated the first post with the new editor. what i recomend doing for your cat model is to reset the pivot points before loading them into the editor. for example the cats leg should have a pivot point on the top of the leg model, the tail should pivot at the tip that attaches to the cats body...etc..

ill edit this post with an agk v1 include file.

-give me a day to add camera zoom to the editor and to start coden some of those new buttons, this will help with the smaller models like that cat

edit:
heres the file, also another tip. once you have created your cat you can post him in a seperate folder in your actual game project. just make sure you move the textures to that same folder so the plugin finds them.

example usage to load it back in:
loadanimatedmodel(1,"mycat/","devil_cat.ob2",1)

the new directory mycat ... i can store the .ob2 file in there with just the texture files/file and it will load perfectly in the projects media folder!

edit: include file is located on first post

Jack
20
Years of Service
User Offline
Joined: 4th Oct 2004
Location: [Germany]
Posted: 7th Oct 2014 22:19 Edited at: 8th Oct 2014 02:04
Iam so sorry... The AppGameKit SM3d code does work pretty well. I just cant import the model in AGK1. Ive tried to import milkshape models directly and with the online converter you have shown here. Both doesnt quite work in the AGK1 code

http://www.onlineartsgames.de/tgc/kica.png

Edit: Iam talking boolsh*t - it works!


New cat with origined limbs attached (objs converted with online converter)


[/url]

Attachments

Login to view attachments
SoftMotion3D
AGK Developer
19
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 7th Oct 2014 23:19 Edited at: 7th Oct 2014 23:24
no it does.... the problem is you need to clean your directory first from your old cat assembly in agk v1.

see the .ob2 format works like this.

-it grabs animation and limb data/file data

-searches to see if models exist first before building them
-builds if nessesary or loads the old ones it already created


try to clear your media folder under my documents!

i promiss that it works perfectly! you may even need to clean the directory under agksm3d as well. i had your cat loaded in agkv1 perfectly so i know it works....you just need to reassemble the .ob2 file and clean the media folder of the old parts so the plugin will make new ones.


Quote: "import milkshape models directly "
yes do this.... the plugin should be able to load the milkshape files streight up now!

SoftMotion3D
AGK Developer
19
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 7th Oct 2014 23:32
im gunna make a new command for ya and add it to the plugin. setanimatedobjectcolor, setlimbcolor, those 2 commands will help you with that cat so its easier to see and can have different colored cats.

i will do this tonight and see if i can code some of those buttons and repost everything.

Jack
20
Years of Service
User Offline
Joined: 4th Oct 2004
Location: [Germany]
Posted: 7th Oct 2014 23:47 Edited at: 8th Oct 2014 02:07
Thank you for your time SoftMotion 3d!
It works perfectly now!
The problem was the sandbox directory of SM3d. After I cleaned up all the media from there, it worked perfectly with the standard milkshape 3d models, as you said.

So I recommend everyone always to flush the sandbox folder of your project while building models






Thank you for your effort in creating a AGK1 version of your code. The ob2 file is the best addition to the AppGameKit 3d commands yet This will make the huge impact on AGK


[/url]

Attachments

Login to view attachments
SoftMotion3D
AGK Developer
19
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 8th Oct 2014 03:00 Edited at: 8th Oct 2014 04:25
haha...thats awesome!

i updated the editor for ya and everyone else interested in using it. First Post!

2 commands that may interest ya:
setlimbcolor(obj,lmb,r,g,b) and setmodelcolor(obj,r,g,b)

that last one will alter your entire models colors!
oh and another surprize!
runanimationtransition(object1,startframe,endframe,continous,speed#,limbcount)

use that to transition from 1 animation to another...smoothly!
if you dont know how many limbs your object has you can just say 20...but you will want to optimize that later to increase frame rate!

SoftMotion3D
AGK Developer
19
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 9th Oct 2014 01:57 Edited at: 9th Oct 2014 01:58
humm... i think im gunna skip the idea of having this tool on a tablet as its extra effort that is not really needed.... unless there is demand for it.

i will ask however if it would be better for the animations to be stored and saved in the mydocuments folder for easier access?

i will start making some help videos on the plugin and upload them.
i will even make the .ob2 to direct x converter right away so you can convert your .ob2 animations to direct x animated models. will be helpfull once agk v2 starts to support .x
This will also be usefull for using those same models for darkbasicpro/classic

Jack
20
Years of Service
User Offline
Joined: 4th Oct 2004
Location: [Germany]
Posted: 9th Oct 2014 18:34 Edited at: 9th Oct 2014 18:37
Quote: "unless there is demand for it"


I detain to tell my demands because your tool is an awesome addition right now, and I don't want to give you more work with my demands^^


But...^^

While I build my cat animation, I thought it would be very nice to have something like a simple bone animation feature. This is very useful for feet, so the user don't have to reposition all next limbs.
Every rotation and position offset of the root limb, should be also applied to all following limbs, I think you know what I mean^^

I imagine something like that:




For me, the current state of this tool is more than enough, so you don't have to care about this demand^^


[/url]
SoftMotion3D
AGK Developer
19
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 9th Oct 2014 19:13 Edited at: 11th Oct 2014 05:32
Quote: " This is very useful for feet, so the user don't have to reposition all next limbs.
Every rotation and position offset of the root limb, should be also applied to all following limbs, I think you know what I mean^^"


you would not need to change offsets and rotations together every animation frame if you had correct pivot points loaded into agk to start with. Those dots you have on your picture.... is where your limbed objects should pivot making it so you only need to adjust offsets on first frame.... then animations just consist of rotations unless you need to detach a limb or something.

how about this... i took a command out that lets you reset the pivot point of an object. i will put it back into the code and add that feature to the animation editor incase its a pain to adjust in your export tool.

for fun...grab my hockey character and play with rotating his limbs...you will see how the parent / child relationship works. grab random limbs from the character and rotate them to see what happens. The hockey player has all his pivot points set correctly so when joined to other limbs everything moves,rotates correctly, except his hockey stick...n maybe facial features.

i know what you mean about the bone system but with agk 1 or 2 currently that would be impossible , or maybe not impossible but would take up more cpu cycles to perform such animations as i would need to build the model from scratch every frame. currently it only needs to load in once and adjust values.

edit: i better make some video tutorials here to help people out.


edit:
here is a picture of a raptor loaded in from darkmatter fully rigged used the full 20x limb count....whew!



SoftMotion3D
AGK Developer
19
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 11th Oct 2014 19:46 Edited at: 13th Oct 2014 04:53
updated source on first post...

-fixed graphic/uv glitch
-fixed normals glitch

edit:
-just added fix pivot point
-added clear obj files from sandbox folder


if your not sure what version you have you can now look under info button... should say R1.3

aviles22
10
Years of Service
User Offline
Joined: 1st Dec 2013
Location: New Jersey, USA
Posted: 13th Oct 2014 23:19
@ SoftMotion3D

As I patiently wait for AppGameKit to implement 3d animations I think I'm gonna have to use your utility as its the only option to do this. Do you have a video on how to use your Animation Editor?

I have a character .obj that I need a walk animation for. Am I gonna have to remodel this or can I can add limbs and animation in your animation editor when I import my .obj model?
SoftMotion3D
AGK Developer
19
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 14th Oct 2014 00:48 Edited at: 14th Oct 2014 23:51
edit: ok so i will be uploading 2 videos tonight showing how the editor is used and tomorrow i will record a video how to add your new character into an fpsctoagk loaded map! How exciting

Rick has given me the go ahead to include a model with my editor from the actual darkmatter 1 pack, This however does not give people the right to use it unless they have actually purchased darkmatter 1 from tgc. Simply put... its there to showcase what the animation editor/animation plugin can do.

You can however use it if you have purchased dm1 from tgc. I will also see if i can convert and rig all the characters from the pack and upload those to tgc so everyone that purchased/purchases dm1 will get all the characters in .ob2 format ready to use with my animation plugin.

I will upload the videos, try to get the editor updated with the swat model included and post tonight.

SoftMotion3D
AGK Developer
19
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 15th Oct 2014 04:31 Edited at: 15th Oct 2014 07:24
tutorial 1...extracting limbs, setting up limbs and rigging the model

(there is a slight pause in between 1 of my takes...don't worry voice comes back)


Tutorial 2 ... using AGK_SM3D


and tomorrow I will update the first post to include the model from darkmatter 1 for reference or use if you have purchased it from tgc.

edit: Download is updated on first post to release 1.4

Now for the big question.... is there enough people interested in using the darkmatter 1 collection for use with my animation plugin...if there is i will do all the dirty work and make it easy on everyone. Lets here from you all and see how much interest there is for this.

if you dont know what that pack consists of it located here:
http://www.thegamecreators.com/?m=view_product&id=2104&page=dm1

aviles22
10
Years of Service
User Offline
Joined: 1st Dec 2013
Location: New Jersey, USA
Posted: 17th Oct 2014 15:03
@ SoftMotion3D

I am very thankful for the time and effort you put into this AnimationEditor and it is very brilliant. I just can't seem to have the time to recreate all my finished animated models for my game. And also thanks for solving other 3d problems I've encountered. Your awesome man. I've decided to learn me some Unity and hopefully check back here in 2 years to see AppGameKit completed. I'd really pay the price for a finished AGK2. Just not sure how long I have to wait and thought I'd get a nice Christmas present this year but its very unlikely. I'm just too used to putting my heart into 3D engines that never get completed or when their finally done they are obsolete. I do not like the Unity3D style because I'm used to hard coding everything but a game engine without 3D animation support for 3 years or more is just ridiculous and frustrating. Thanks again for your hard work.
SoftMotion3D
AGK Developer
19
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 17th Oct 2014 18:19
no problem... the solution i came up with will work for some people but not all. I really want the cross platform ability with 3d so im sticking it out with agk since its very easy to code with. If you change your mind... let me know and i will try to help you out as much as i can.

aviles22
10
Years of Service
User Offline
Joined: 1st Dec 2013
Location: New Jersey, USA
Posted: 17th Oct 2014 18:57 Edited at: 17th Oct 2014 19:06
Thanks SoftMotion3D as always. I love AppGameKit but man I just gotta get moving here. I paid my dues and have had much patience but I mean come on already..... Not even an estimated date to when 3D Object Animation will even be mentioned. Its a core requirement for any 3D Engine and I just can't figure out how hard that could possibly be to just attempt and get the ball rolling! I wait for every newsletter, every month crossing my fingers that something will be even mentioned about .fbx or .x or .somethingforanimation. I want to stick with AppGameKit so badly but I just wish I had an approximate answer. I'd pay $1,500 for AGKv2 incomplete (but complete with 3D animation) than $1,500 for Unity because I am just used to coding rather than Unity's interface and I love this community. Many posts before this people have said that AppGameKit can't be used for making lots of money for quality apps and I disagree with all other than the painfully slowwwwwwwwwwwwwwwwwwww development.
gwheycs62egydws
15
Years of Service
User Offline
Joined: 17th Aug 2009
Location: The World
Posted: 18th Oct 2014 21:23
@SoftMotion3D

Thanks for making ;o)

to move side ways - is to move forward
Since a Strait line gets thin fast
SoftMotion3D
AGK Developer
19
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 20th Oct 2014 08:17
here is a video showcasing another model from darkmatter 1 and actualy in a game im working on



SoftMotion3D
AGK Developer
19
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 26th Oct 2014 19:36
updated to 1.5
-fixed selected object flash rate
-fixed objects not deleting when removed

download from first post.

bjadams
AGK Backer
16
Years of Service
User Offline
Joined: 29th Mar 2008
Location:
Posted: 26th Oct 2014 22:07
@aviles22 you still need to code your game in C# in Unity. the Unity gui won't do the game for you
SoftMotion3D
AGK Developer
19
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 29th Oct 2014 19:10
now that i have a mac computer im going to release this for osx.

i will get cheetah 3d tonight and test if the obj import/export works good and report my findings.

anyone else use cheetah? for macosx? is about $90 cad$ which is not bad for a full modeling/animating app

SoftMotion3D
AGK Developer
19
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 30th Oct 2014 17:13
now that im all setup i can finaly do some app testing on mac.

first off it looks like my mouse code needs to be fixed for a mac version to function properly.

second...wow! that cheetah3d is awesome! Trully amazing to work with and has me convinced to fix my code so you can save obj files that use quads. It seams to be allot smoother so i will look into this at the same time. If i can find a good export method from c3d that is txt based i will try to support that also.

anyone else own c3d? [cheetah3d]

SoftMotion3D
AGK Developer
19
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 3rd Nov 2014 01:16
just updated the editor to 1.6

-fixed menus
-changed write folder to documents/AGK Animations/ here...

will be adding a mac release after the next agk update comes out due to a mouse pointer glitch currently present.

unlikely
12
Years of Service
User Offline
Joined: 5th Mar 2012
Location: Ohio, USA
Posted: 15th Nov 2014 05:25
Hey, just saw this. Yeah, Cheetah3d is awesome! I've been using it for many years now.

Good work on this too!

Login to post a reply

Server time is: 2024-11-16 20:38:48
Your offset time is: 2024-11-16 20:38:48