I am using the 1.3.3 version with no problems. I had not yet upgraded to 1.3.4.
I will test and let the author of Fragmotion know if there is a bug. He is very good about fixing
them fast.
Quote: "It's doubled the number of bones (??) "
I have never had that happen. It should be the same number of bones as shown in Fragmotion.
Quote: " And she's apparently become a south paw; but it works (And I see an option in the export options to flip the left/right handedness of the model so that's not a massive issue)"
Yes you can flip it in the export.
By default Fragmotion displays using DirectX. You can switch it to use OpenGL so it is the same as AGK.
That way what you see in Fragmotion is what you get in AGK. Should fix the Handness problem.
Go to the Fragmotion install directory and open the screen.txt file and change it to renderOGL.dll.
P.S.When you export Binary it will reduce the size of the file which would explain the 10mb reduction.
You can also reduce the file size and load times by reducing the number of key frames in the animation.
Some models have a key frame for every frame of animation. AppGameKit can interpolate between key frames,
so it does not need one for every frame. If your model only has a 100 frames of animation it will not make much difference,
but if it has 6000 frames it will. You can remove the extra frames in Fragmotion with out messing up the animation.
I probably should make a video on how to do it.
The coffee is lovely dark and deep,and I have code to write before I sleep.