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.

Author
Message
JohnStabler
AGK Bronze Backer
11
Years of Service
User Offline
Joined: 16th Aug 2013
Location: Cardiff, Wales, UK
Posted: 12th Jan 2016 09:20
Thanks to knowledgeable people on this forum, I'm now aware that 3D models have a maximum limit of 40 bones. Are there plans to increase this limit in future releases? I know AppGameKit targets mobile devices but it would be handy for desktop developers like myself if more bones could be used.

As a side-note; I'm excited by the potential for FBX file support (as mentioned in the 2016 survey). There are so many great assets out there in FBX format and I really hope it becomes a priority for development in the near future.
CJB
Valued Member
20
Years of Service
User Offline
Joined: 10th Feb 2004
Location: Essex, UK
Posted: 12th Jan 2016 09:47
Is there anything in FBX that can't be converted to one of the existing supported formats? I'd rather Paul doesn't waste time adding support for another format if we can simply convert the media into .x/3ds/dae etc.

V2 T1 (Mostly)
Phone Tap!
Uzmadesign
JohnStabler
AGK Bronze Backer
11
Years of Service
User Offline
Joined: 16th Aug 2013
Location: Cardiff, Wales, UK
Posted: 12th Jan 2016 09:54
What have you been using to convert FBX files to other formats? I've had nothing but problems.
CJB
Valued Member
20
Years of Service
User Offline
Joined: 10th Feb 2004
Location: Essex, UK
Posted: 12th Jan 2016 11:18
Quote: "What have you been using to convert FBX files to other formats?"
I haven't even tried. It was just a question. IF we can convert fbx to an already supported format, then no need to support it right? If not, then sure thing, let's support it. It's already included in the Open Asset Import Library which AppGameKit uses (the most updated list of supported formats can be found here), so I can't see it being too hard to implement for someone with Paul's talents.


V2 T1 (Mostly)
Phone Tap!
Uzmadesign
JohnStabler
AGK Bronze Backer
11
Years of Service
User Offline
Joined: 16th Aug 2013
Location: Cardiff, Wales, UK
Posted: 12th Jan 2016 11:29
When converting between file formats you are often at the mercy of the conversion process which can sometimes be unintentionally buggy with certain models.

If it's so easy to implement FBX support because of the OAIL then it's worth doing simply because of the large number of assets out there.
Markus
Valued Member
20
Years of Service
User Offline
Joined: 10th Apr 2004
Location: Germany
Posted: 12th Jan 2016 11:32
1 format that works would be fine. i mean wysiwyg. just export/save load/import in agk without workarounds.
dae and fbx have the capability.
just loading a scene file and using all objects for a game.


AGK (Steam) V2.0.16 : Windows 10 Pro 64 Bit : AMD (15.30.1025) Radeon R7 265 : Mac mini OS X 10.10 (Yosemite)

Login to post a reply

Server time is: 2024-11-17 02:43:49
Your offset time is: 2024-11-17 02:43:49