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.

AppGameKit Classic Chat / 3D model animation issue

Author
Message
george++
AGK Tool Maker
17
Years of Service
User Offline
Joined: 13th May 2007
Location: Thessaloniki, Hellas
Posted: 28th Dec 2018 17:12 Edited at: 28th Dec 2018 17:18
Hi guys,
I've made a simple 3d animation with Akeytsu but it seems that it does not work as I am expecting
Here is the Akeytsu setup

Although the animation is playing OK using UU3D:

the AppGameKit does not. Please see the attached .fbx file

Attachments

Login to view attachments
Golelorn
8
Years of Service
User Offline
Joined: 20th Nov 2016
Location:
Posted: 28th Dec 2018 17:28
The bones are scaled to 0.010. Scaled bones do not work properly in AGK.
george++
AGK Tool Maker
17
Years of Service
User Offline
Joined: 13th May 2007
Location: Thessaloniki, Hellas
Posted: 28th Dec 2018 22:20
Thank you, it is true that I scaled the model with UU3D before the use by the AGK. I'll check ASAP
puzzler2018
User Banned
Posted: 28th Dec 2018 22:30 Edited at: 28th Dec 2018 22:33
shame its not OBJ otherwise i would have worked something out

FBX models are human readable json code which is hard to interpret - but maybe sometime in the future

EDIT - Ignore me... Strike a pose....Im thinking of .DAE Collida models
george++
AGK Tool Maker
17
Years of Service
User Offline
Joined: 13th May 2007
Location: Thessaloniki, Hellas
Posted: 29th Dec 2018 00:07 Edited at: 29th Dec 2018 00:08
Quote: "The bones are scaled to 0.010. Scaled bones do not work properly in AGK."

I saved the model without scaling but it does not work again. How did you notice that the bones are scaled?

Quote: ".Im thinking of .DAE Collida models "

I'll give a try, but it is strange since I have other FBX files that works fine
Golelorn
8
Years of Service
User Offline
Joined: 20th Nov 2016
Location:
Posted: 29th Dec 2018 03:09
I imported it to Blender, and looked at the scale on the bones. Once I applied the scale of the bones, I saw the distorted animation in blender(which is what you also see in AGK).

I've never been able to figure out how to correct the bones once they have been animated out of scale. I always have to redo the animation. Surely, there is a way. I just don't know it.
george++
AGK Tool Maker
17
Years of Service
User Offline
Joined: 13th May 2007
Location: Thessaloniki, Hellas
Posted: 29th Dec 2018 07:58
Thank you Golelorn for the info. Fortunately for me the skeleton and the animation are easy. I'll have it in my mind for more complex models in the future.
george++
AGK Tool Maker
17
Years of Service
User Offline
Joined: 13th May 2007
Location: Thessaloniki, Hellas
Posted: 29th Dec 2018 19:24 Edited at: 29th Dec 2018 19:26
Regarding the Akeytsu application for use with the AppGameKit, and after a few tests, I concluded to this: when animate a model do not use the scale tool on bones while animating your model since AppGameKit will ignore such transformations.
If this also applies to Blender3D then I am wondering if this is a AppGameKit bug
PS: Scaling a model with UU3D is not an issue for AGK
blink0k
Moderator
11
Years of Service
User Offline
Joined: 22nd Feb 2013
Location: the land of oz
Posted: 30th Dec 2018 22:32 Edited at: 31st Dec 2018 00:03
It's a little weird. If you use the get animation name/frames or any other functions to get the details of the animation it returns everything correctly.
The only thing it doesn't do is play the animation
An interesting test would be to make the bones rotate (not scale) and see what happens

Login to post a reply

Server time is: 2024-11-23 08:41:08
Your offset time is: 2024-11-23 08:41:08