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AppGameKit Classic Chat / about 3d object

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pamercomov
FPSC Reloaded TGC Backer
9
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Joined: 2nd Jan 2015
Location: palma de mallorca
Posted: 31st Oct 2015 07:39
hi.
I have some objects with .x format with the same name, different animation.
for example manwalk.x, manidle.x, manrun.x .....
I can use them as AppGameKit ?, I refer to as load and link them all in a single object.
or should I charge the objects separately and change the object instead of changing the animation?
I have not been able to find information in Help
using AppGameKit V2 tier 1
pamercomov
FPSC Reloaded TGC Backer
9
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Joined: 2nd Jan 2015
Location: palma de mallorca
Posted: 31st Oct 2015 09:17
and other cuestion....
the object texture is in .dds format
i load the image y apply this to object, but the object is wihtout texture....
agk is not compatible wiht .dds format
the object has UVmapping wiht this texture, how apply this UVmap if this is compatible??
thanks i´m very newbie wiht 3d
using AppGameKit V2 tier 1
pamercomov
FPSC Reloaded TGC Backer
9
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Joined: 2nd Jan 2015
Location: palma de mallorca
Posted: 2nd Nov 2015 06:30
Nobody can help me?
using AppGameKit V2 tier 1
Markus
Valued Member
20
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Joined: 10th Apr 2004
Location: Germany
Posted: 2nd Nov 2015 12:02
i believe agk supports only one file with animations.
i can't see any function to merge objects.
its possible to use 3 objects but i would self avoid.
OpenCollada DAE and AutoDesk FBX are good formats for 3d animations. i saw agk add support for dae.
" support for the following 3D file formats ..." unfortunately not means it works 100%
instead of dds, jpg & png should work.
DirectDraw Surface is a MS thing.


AGK (Steam) V2 Beta .. : Windows 10 Pro 64 Bit : AMD (15.7.1) Radeon R7 265 : Mac mini OS X 10.10 (Yosemite)
CJB
Valued Member
20
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Joined: 10th Feb 2004
Location: Essex, UK
Posted: 2nd Nov 2015 12:32
Putting all your animations into one object also allows you to create smooth transitions between animations (see the simple animation example that is bundled with AGK).
V2 T1 (Mostly)
Phone Tap!
Uzmadesign
Paul Johnston
TGC Developer
21
Years of Service
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Joined: 16th Nov 2002
Location: United Kingdom
Posted: 2nd Nov 2015 22:11
Currently you can't add animations to an object manually, they must be part of the model file, but I designed the new commands with that in mind so it may be possible in future. For now I recommend you combine all the animations into a single model file using a modelling program.
Mobiius
Valued Member
21
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Joined: 27th Feb 2003
Location: The Cold North
Posted: 3rd Nov 2015 16:40
Is the AGK2 3d format just .x then?
Paul Johnston
TGC Developer
21
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Joined: 16th Nov 2002
Location: United Kingdom
Posted: 3rd Nov 2015 17:48
We've only tested .X, but the library we are using supports .X .3ds .md3 .smd .md5 .lwo. .ac .b3d .dae .3d .lws .ms3d .blend .m3 so in theory they should all work.
Mobiius
Valued Member
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Joined: 27th Feb 2003
Location: The Cold North
Posted: 3rd Nov 2015 18:35
Cool. So the same as DBPro then.
pamercomov
FPSC Reloaded TGC Backer
9
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Location: palma de mallorca
Posted: 3rd Nov 2015 19:26
thx for all.
then I can not use models darkmatter pack .....
then packs FPSC models all models have animations on a single object but not as separate animations ....
there is any kind of animations index from frame.x to frame.z walk.......?
The animations are separate objects by name?
if looking object animations by name, find them?
using AppGameKit V2 tier 1
Rich Dersheimer
AGK Developer
15
Years of Service
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Joined: 1st Jul 2009
Location: Inside the box
Posted: 5th Nov 2015 18:55
pamercomov,

You may be able to use some of the FPSC model packs in AGK2. I've been playing around with the fantasy creatures pack. There are a few caveats though...

AGK2 doesn't seem to like the .obj versions of the files, but it does load in the .X files, including the animations if you LoadObjectWithChildren().

AGK2 doesn't seem to like the .dds texture files. You will need to convert them to a useable format, .png files are my choice.

All the animations are in the file, but they may not show up with GetObjectGetNumAnimations() or GetObjectAnimName(). If there is an .fpe file along with the model, it may have data about keyframes. But the keyframes are for FPSC, so they don't always help. If you play the animation like this:



you will see the object cycle through all the anims, so you can get an idea of what the model can do.

The major stumbling block for me is the way some of the models are not holding their weapons in their hands. The weapons float nearby, or are stretched out from the models hands.

I'm going to continue playing around with these. I made an animation viewer for DBPro, and I can probably adapt the code for AGK2.
Blendman
10
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Joined: 17th Feb 2014
Location: Arkeos
Posted: 6th Nov 2015 07:20
HI

Quote: "Currently you can't add animations to an object manually, they must be part of the model file, but I designed the new commands with that in mind so it may be possible in future. For now I recommend you combine all the animations into a single model file using a modelling program."
I think it could be great to have the animations separated from the 3D model.
For example, in a rts/rpg or other cool games, we can have :
- some characters with animation : walk, attack, die
- some ennemies or other characters (friends of the main character) that use the same animations (walk, attack)
So, separate the animation from the model would be very usefull .
http://www.dracaena-studio.com

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