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AppGameKit Classic Chat / ".dae" error

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pamercomov
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Posted: 9th Nov 2015 18:57
hi...
i´m testing with blender and mixamo, and its crazy....
i upload one sample of one object export with fuse mixamo like ".dae" and other test with this object import and export like ".dae" with blender.....
this error is of agk? or blender?
using AppGameKit V2 tier 1

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Markus
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Posted: 9th Nov 2015 19:12 Edited at: 9th Nov 2015 19:12
where is the problem / difference?
the surface normals / lightning looking wrong, and no texture.
i can start booth and in each app i see a animation that looks near identical.
please provide a test source in future not exe's .
AGK (Steam) V2.0.15b : Windows 10 Pro 64 Bit : AMD (15.201.1151.0) Radeon R7 265 : Mac mini OS X 10.10 (Yosemite)
pamercomov
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Posted: 9th Nov 2015 19:57
sorry markus...but i dont understand....
you see identical???


ooookkkkkk
the exe is identical
but in the editor.....look
this is the blender object import/export

this is the mixamo export

this is normal??
and is normal, what after the exe is perfect?
using AppGameKit V2 tier 1

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Markus
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Posted: 9th Nov 2015 21:05 Edited at: 9th Nov 2015 21:11
even both exe show the same, in current attachment the right.
your goolge links are broken.
you can show images in text if u open the image attachment link and copy/paste the url for Image Request box.

seems blender change the dae file and agk can't load it.

3d data exchange is still a problem. the interfaces have no verification before they go live.
in other word your input is a cube and the output is a sphere.
but (open)collada and auto desk fbx are the best formats.
AGK (Steam) V2.0.15b : Windows 10 Pro 64 Bit : AMD (15.201.1151.0) Radeon R7 265 : Mac mini OS X 10.10 (Yosemite)
CJB
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Posted: 9th Nov 2015 22:02
@pamercomov what version AppGameKit and Player are you using? That 'stretched' model looks like an issue that was fixed recently.
V2 T1 (Mostly)
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pamercomov
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Posted: 10th Nov 2015 02:51
the version is 2.015b
using AppGameKit V2 tier 1
CJB
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Posted: 10th Nov 2015 08:03
Quote: "in other word your input is a cube and the output is a sphere."
Huh?

@pamercomov: Can you post up the object(s) and an excerpt of code that highlights the issue? Paul can then investigate.
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pamercomov
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Posted: 10th Nov 2015 14:40
in the first post, in the zip in media folder is the objects...
the code is in the first post ....only change the code for load one object o other.
using AppGameKit V2 tier 1
pamercomov
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Posted: 10th Nov 2015 14:44
@markus
Quote: "but (open)collada and auto desk fbx are the best formats."


i cant load .fbx format exported with mixamo.... i dont see nothing.
i dont know if a problem with scale...but change camera position very far o very next of object position...i dont see nothing... with the camera look at object positions
because i use .dae format.

with dae, the scale is enormeus, but rescale the object is perfect to work around with.
using AppGameKit V2 tier 1
Markus
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Posted: 10th Nov 2015 18:12 Edited at: 10th Nov 2015 18:14
Quote: "the code is in the first post "

can't see source code
edit: just found it in other thread.

means dae and fbx are good for export and using in games, i read dae is only supported by agk.

@CJB
your question belongs the row i wrote before there.
the screenshots here explain it, u have a human or a halloween monster, a giant or a ant, ...
AGK (Steam) V2.0.15c : Windows 10 Pro 64 Bit : AMD (15.201.1151.0) Radeon R7 265 : Mac mini OS X 10.10 (Yosemite)
Paul Johnston
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Posted: 10th Nov 2015 18:19
I had a look at the DAE files and the blenderidlebrian.dae file has scaling on the bones which unfortunately AppGameKit doesn't support. I've modified the next version to ignore scaling so it will display correctly but at the original size. You can use SetObjectScalePermanent() inside AppGameKit to adjust the size of bone animated objects.
CJB
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Posted: 10th Nov 2015 21:59
Quote: "You can use SetObjectScalePermanent() inside AppGameKit to adjust the size of bone animated objects."


Great to know there's a workaround.
V2 T1 (Mostly)
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