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AppGameKit Classic Chat / What 3D format does AGK support for animated scaling?

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blink0k
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Posted: 11th Jun 2019 02:39
I tried .fbx and .3ds but they don't seem to work
Golelorn
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Posted: 11th Jun 2019 03:24 Edited at: 11th Jun 2019 03:25
FBX and collada support slowing down/speeding up the animations speeds. I have had success with both using SetObjectAnimationSpeed().

If you want to scale the object you need to use SetObjectScalePermanent().

AGK does not support scaled bones(meaning when you import the object it needs to be 1.0 scale to work properly).
fubarpk
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Posted: 11th Jun 2019 06:26 Edited at: 11th Jun 2019 06:26
@golorn does that mean if you have an animated model ie 3DS and scale everything the same and then export it
everything will work fine in AppGameKit ?
fubarpk
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Golelorn
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Posted: 12th Jun 2019 02:42
fubarpk,

The bones scale has to be 1.0 when you export them, otherwise your animations will be all whack-a-doo.

Its best to scale it inside AppGameKit, imo.

All my experience is with Blender, btw.

Scaled bones is one of the easiest things to mess up if I am not careful and accidentally start scaling the bones. I think you can only change the bones size in edit mode.
chafari
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Posted: 12th Jun 2019 11:00
Hi there . As Golelorn commented, the best way is scaling animated objects inside AppGameKit . We have to use SetObjectScalePermanent(my_obj,2,2,2). that will make the object 2 times bigger .
I'm not a grumpy grandpa
blink0k
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Posted: 12th Jun 2019 11:20 Edited at: 12th Jun 2019 11:21
There are probably a few examples that require scaling but for example. How would i do this;
Preferably not with memblocks.

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chafari
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Posted: 12th Jun 2019 11:30 Edited at: 12th Jun 2019 11:34
what are you trying to achive ? ...that could be done with vertexdata...memblocks of course

Something like this:





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Ortu
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Posted: 12th Jun 2019 12:30
Could be done by translate/moving bones
http://games.joshkirklin.com/sulium

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blink0k
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Posted: 13th Jun 2019 00:37
ok. Thanks very much. I'll look into it
Golelorn
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Posted: 13th Jun 2019 01:05 Edited at: 13th Jun 2019 01:06
A shader would be fairly simple.

Color the vertices you want to move in your 3d program. Blue goes up then down, red goes down then up, green wiggles. Or whatever.

In the example below I use the color blue to ensure the bottom of the object doesn't move. You could use the same principle to tell the vertices to move up and down.

The attribute the VS shader needs:
attribute mediump vec3 color;

blink0k
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Posted: 13th Jun 2019 01:32
Thanks matey.That looks very interesting

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