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AppGameKit Classic Chat / Bug - .X files problem

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Old Dude
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Posted: 19th Jul 2019 13:37
I've been going 3D and running into a problem with my models in AGK. They are fine in GG but they do weird things when I load them into AGK. I wanted to be sure it wasn't me so I loaded "Assassin.X" from thegamecreators and it had the same problems. As you can see, the wrists do not behave in AppGameKit, my model has the same problems with wrists and neck and ends up looking like ET. I was wondering if anybody else had a problem with models with bones in AppGameKit and what they might have done to fix these problems as they don't occur in either GG or my modeling software(s).

Thanks for any input!

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CJB
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Posted: 19th Jul 2019 23:41
As far as I know, AppGameKit can't do scaled bones. If any of your bones animate with scale, they will go loopy like in your pic. It's a pain, but it is possible to delete just the bone scaling "keys" from an object (by using something like the dope-sheet editor in Blender) and then re-export the model to use in AGK.
fubarpk
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Posted: 20th Jul 2019 00:01 Edited at: 20th Jul 2019 00:02
If your using blender you need to follow these steps https://forum.thegamecreators.com/thread/223848 to export a .x animation
and like CJB mentioned there is problems with scaling objects with children but there is setObjectScalePermanent which will work for most
animated objects depending on how they are created. For example objects created with https://www.mixamo.com/ can be scaled
and will work with the setobjectcommand. But if you have children in your animated object you need to set the texture for each of the child
object individually
fubarpk
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Old Dude
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Posted: 20th Jul 2019 13:10
I'm not scaling my models as I have made them next to a GG character to keep the scale as is being used by thegamecreators. The thing that is interesting is that GG imports them fine but AppGameKit makes them all wonky? I'm not sure what is going on yet, but since there was a fix to the Assassin.X character with Fragmotion and even though it didn't work on my characters, it's a good place to start.
fubarpk
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Posted: 20th Jul 2019 13:33
Its also possible to add animations created with mixamo in blender using the dopesheet
fubarpk
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Bored of the Rings
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Posted: 20th Jul 2019 14:33
Answered your question under 3d ..and PM'd you.
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Bored of the Rings
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Posted: 20th Jul 2019 14:38
Ah ok I see you answered, no worries.
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Rick Nasher
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Posted: 21st Jul 2019 03:46
@fubarpk
Quote: "
... For example objects created with https://www.mixamo.com/ can be scaled
and will work with the setobjectcommand. But if you have children in your animated object you need to set the texture for each of the child
object individually"


I didn't know(or don't remember) about Mixamo, pretty cool stuff.
Only thing is if I create a character in Fuse and then upload into Mixamo, get it autorigged and animated, then looks great until I save the model in fbx or dae format. Then I can't get the textures for the model. Any idea how to fix that issue?
fubarpk
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Posted: 21st Jul 2019 04:05 Edited at: 21st Jul 2019 04:06
@rick
SetObjectImage works when ive tried with objects ive saved from blender in obj format and then used mixamo's fbx format
the problem ive found without doing it this way is I had to set the objectimage for each child object.

hope that helps
fubarpk
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Rick Nasher
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Posted: 21st Jul 2019 04:17
Thanks fubarkpk. One more question: As .obj doesn't save any animations/bones, would importing the .fbx(which holds the textures, bones and animations) and then exporting from blender to .x preserve the animations for usage in AppGameKit?
Or is there another workflow that would do it? I'd love to make use of Fuse and Maximo as it's such a wonderful automated easy thing.
fubarpk
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Posted: 21st Jul 2019 04:31
chafari did a tutorial on exporting .x in blender that preserves the animation with children
the alternative if saving as object and reanimating with mixamo either way will keep the texturing
havent used fuze.

I just know the child objects sometimes need texturing individually but not after mixamo, the prob ive
found with mixamo tho the objects animations stop if you apply my shader to them lol no idea why
and on one of blinks threads about mixamo there was a comment about someone who found it
easy to add the animations made in mixamo using the dopesheet

fubarpk
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Rick Nasher
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Posted: 21st Jul 2019 13:53 Edited at: 21st Jul 2019 18:36
Hmm.. Interesting.
I was exploring Maximo following your link and then got a notification about Fuse(Beta) being free for people with an, also free, AdobeID.
So I went for it and you can load the models from Maximo into Fuse to add animations and then save as .FBX, but of course this doesn't have separate textures(probably the binary .FBX version intead of the text version).

I'll try loading the .FBX files in Blender and then export as .X files. (the truth is out there ).


[EDIT] Tried lot's of settings and formats, but to no avail. Guess it's really hard to get an animated, textured FBX model (basically the modern way of doing things) into AGK.
Pff. I'm tired of it. Wasting too much time on something that should be fairly simple. This breaks down AGK's functionality/ease of use, while this *should* actually be one of it's plusses. Therefor I repeat my previous statement:

I can't help thinking that AppGameKit should in fact ease the process of importing these assets by supporting the binary .FBX format natively. Would save us tons of hassle.


PS: *Not* a blender fan..

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