I have been doing some work with this as well but using lightwave. It's quite fiddly and sometimes I even have to hand edit the scene file for it to work.
I've resorted to using dummy objects in my (lightwave) scene and replace them with my own objects when loading the scene into AGK.
There's a specific issue for me where I can't associate the generated object with a known object, as the auto object assignment ID is in one order and the [named] bones (other objects) are something else.
I definitely have to assign a pivot key to ensure the object is generated from the scene. It's too unreliable for me, so I'm replacing the placeholder object for my own object when I load the scene.
A few other things:
I need to bake all the co-ords in LW (camera in my case) as any spline interpolation in AppGameKit isn't what I did in LW - it just does it's own interpolation.
I have to edit the scene file for FPS or anim rate as well as the duration each time I edit the original scene!
The pathing in the scene file isn't AppGameKit compliant (e.g. object and textures)
Not sure if any of my problems are due to Lightwave (or my very old version) or it's the AppGameKit implementation.
I'm still very happy that this is available, but it's not 100% for me, but I've been able to fudge it sufficiently.
I would recommend using placeholder objects in the 3D package and swapping them out when you load the scene and take over the texturing etc. yourself in AGK.
As far as I can see, only the XYZ pos and XYZ rot are read from the scene and nothing else?
Anything more than that (e.g. parented objects or even scale/size isn't observed or handled).
For lightwave, I find my camera object like this:
function GetSceneInfo(sID)
numChildren=GetObjectNumChildren(sID)
numBones=GetObjectNumBones(sID)
for x=1 to NumBones
s$=GetObjectBoneName(sID,x)
ob=GetObjectBoneByName(sID,s$)
Bones$=Bones$+":"+str(ob)+":"
Bones$=Bones$+s$+chr(10)
if Left(s$,6)="Camera"
CameraBoneID=x
else
SetObjectBoneCanAnimate(sID,x,0)
endif
next x
endfunction
As you can see from this (at least for lightwave), the camera and all the other [actual] objects are treated as bones.
(Bone$ is just my debug list of recognised "things" in the scene)
Glad someone else is finally having a pop at this!!