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AppGameKit Classic Chat / Model Explosion

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MateiSoft
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Posted: 10th Dec 2018 14:05
Hello community,

Recently I started modeling in 3DS Max and I imported one of my models. I added a simple animation to the object but when I load it into AppGameKit it looks exploded. Do I must take care of some check marks at the .FBX export window?

Thank you!
www.alexmatei.com

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fubarpk
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Playing: AGK is my friend
Posted: 10th Dec 2018 14:23
Have you tried saving as a 3ds object
fubar
MateiSoft
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Posted: 10th Dec 2018 14:36
I tried now, but I can see just the bones animating, not the mesh.
www.alexmatei.com
MateiSoft
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Posted: 10th Dec 2018 15:11
The problem has been solved by select Autodesk Media and Entertainment as "current preset". Don't know what check mark did the whole model explode... hopefully in the future I'll not have such problems and neither do others.

PS: Current Presets is located on the export window.
www.alexmatei.com
MateiSoft
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Posted: 10th Dec 2018 16:11
Nope, the problem was not solved by that "solution" I added another bone the mix and it ruined the object as before... Sorry
www.alexmatei.com
puzzler2018
User Banned
Posted: 10th Dec 2018 20:39
Maybe its 3DSMax in general?

Could you create a smaller object with less detail like an animated cube or something to see if it does the same

Im not good with any modelling software - i prefer OBJ though but least giving you something to try to elimate issues
puzzler2018
User Banned
Posted: 10th Dec 2018 21:03
Are you perhaps using

LoadObjectWithChildren

command, which loads i beleive the bones structure too.

Im way not advanced enough here to give you an 100% solution
puzzler2018
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Posted: 10th Dec 2018 21:09
Have you perhaps transleted all the bones to your object within 3DS Max to X-0, Y-0, Z-0 so the are all translated to the main object

MateiSoft
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Posted: 10th Dec 2018 23:09
I was using bones and skinning with the model itself in 3DS Max, yes. I loaded the object using the command "LoadObjectWithChildren", since it is the only command that accepts animations. Loading an .OBJ with that command, to support animation, is not detected as an object with animation, sadly. I will try again with rigging animation. Temporary I will use a non rigging solution (animating the object by dragging the mesh itself, not the bones). You maybe have a point regarding the translation of the bones, sure enough.
www.alexmatei.com
Golelorn
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Posted: 11th Dec 2018 03:24
I have not fooled with animations in a bit, but I remember there are lots of pitfalls.

Are your bones scaled? Scaled bones will not export properly. Be sure to Apply all scales and rotations before exporting. This is usually where I go wrong. I forget to apply rotation and scale on the bones and model.

Do you need to recalculate the bone roll? This has also screwed me over more than once.
MateiSoft
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Posted: 12th Dec 2018 11:09
Good advices regarding the rotation and the scale. But no, I do not scale or rotate the bones. Just moving them.
www.alexmatei.com
puzzler2018
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Posted: 12th Dec 2018 12:00
That's cool

Does that apply to the translate / position too??




puzzler2018
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Posted: 12th Dec 2018 20:29
Just an idea

Could you possibly load the model is some other well known modelling tools - like Blender and such like to see if its the same?
MateiSoft
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Posted: 12th Dec 2018 21:59
Well, only if Blender knows how to import .fbx, or .dae or some other formats. But I don't know if this process is 100% compatible with the bones and other structures from 3DS Max.
www.alexmatei.com
puzzler2018
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Posted: 12th Dec 2018 22:01 Edited at: 12th Dec 2018 22:03
ok - so it looks good in 3dsmax?

did you check the translations "Position data" on the bones? - they all need to be 0,0,0 and relative to the man object
puzzler2018
User Banned
Posted: 12th Dec 2018 22:10
this is pretty much similar to what

FixObjectToObject

command does in AppGameKit when want to join things together, every object fixed must be 0,0,0 relative

MateiSoft
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Posted: 12th Dec 2018 22:12
Didn't had the chance to test it out with the bones. I have one last problem till I fully understand how it works and then I'll go to the bones section and I will write the problems down, here on this topic or make a new one for those who will encounter problems like mine.

The problem that I got is: When I export the model without having any animations, I can easily apply the textures (in one as a result of the UVW). However, when I add the animations in 3DS Max, I can't texture the object with the same method. I must retrieve the "children" and then apply the textures individually. I want to manage to texture the object the same way when it doesn't have any animations.
The model has multiple textures!
www.alexmatei.com
MateiSoft
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Posted: 12th Dec 2018 22:12
Now that's a must to try! (What you wrote about the transformation) I will try it after solving the problem with the textures
www.alexmatei.com
puzzler2018
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Posted: 12th Dec 2018 22:14
Ill think about that one and like to thinkothers maybe able to assist with this too
puzzler2018
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Posted: 12th Dec 2018 22:16
tranforms - translations - its all the same meaning to me lol
puzzler2018
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Posted: 12th Dec 2018 22:23
Im not 100% on fbx models, but in OBJ you can individually materialize each bone. In OBJ its called a Group.

Can you convert the model to OBJ at all with textures to see what the OBJ format looks like
MateiSoft
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Posted: 12th Dec 2018 22:58
yes. I will try this right now and come back
www.alexmatei.com
MateiSoft
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Posted: 12th Dec 2018 23:02 Edited at: 12th Dec 2018 23:02
See the attached photo. The animation was done WITHOUT bones. It should've worked as fbx worked.
www.alexmatei.com

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puzzler2018
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Posted: 12th Dec 2018 23:09
ok

OBJ must work differently to what i expected. - thanks for trying.

Stay with your FBX model but please do check your transform.
puzzler2018
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Posted: 12th Dec 2018 23:13
Programming debugging is great isnt it - does my head in sometimes - but once achieved can settle with a phew
MateiSoft
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Posted: 12th Dec 2018 23:14
No problem! I will!
www.alexmatei.com
MateiSoft
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Posted: 12th Dec 2018 23:16
Its experimentation, really. It's absolutely wonderful to take time and think about what you want to achieve. I can't explain in words how satisfied you can be after the eurika moment!
www.alexmatei.com
puzzler2018
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Posted: 12th Dec 2018 23:17
Did that work??
MateiSoft
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Posted: 12th Dec 2018 23:19
Nonono, I was saying in general. Sorry... i wish it would had worked
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MateiSoft
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Posted: 12th Dec 2018 23:20
Plenty hours tomorrow to try!
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puzzler2018
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Posted: 12th Dec 2018 23:23
Its nice of you to say that first of all.

Programmers are problem solvers, so we need to go through the motions to see what we are forgetting.

So your loading your object as a simple new project but your additional objects look exploded?
puzzler2018
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Posted: 12th Dec 2018 23:26
Once converted to a different format OBJ for example... Does this load the same?

If yes - then 3dmax is been silly and at fault
MateiSoft
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Posted: 12th Dec 2018 23:26
JUST when I add the bones to animate. If I animate the model without them, all good for the geometry. Tomorrow I'll add the bones and reset the pivots. It has to work... can you imagine how will be like to animate a hand and a gun without bones? I'll be done in 65 years.
www.alexmatei.com
MateiSoft
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Posted: 12th Dec 2018 23:28
Fbx + bones => explosion
Fbx - bones => alright

Obj + bones => not tested
Obj - bones => just a static object, but all good.
www.alexmatei.com
puzzler2018
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Posted: 12th Dec 2018 23:28
lol - you will be good.... once find the culprit or missing peice then will slap ourselves
MateiSoft
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Posted: 12th Dec 2018 23:29
Haha ). I'll not feel the slap because of the joy that i'll have
www.alexmatei.com
puzzler2018
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Posted: 12th Dec 2018 23:31
Does AppGameKit support animation on FBX..


Anyone?
puzzler2018
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Posted: 12th Dec 2018 23:34 Edited at: 12th Dec 2018 23:35
I bet your hand peice is at 0,0,0 and your receiver object is at 100,0,0 instead of -1,0,0 lol
MateiSoft
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Posted: 12th Dec 2018 23:37
AGK supports animation on FBX. Trust me. I had a model made by someone that had bone animation.
www.alexmatei.com
MateiSoft
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Posted: 12th Dec 2018 23:37
The only thing is that I don't know how he did it. The Hudini of 3DS Max.
www.alexmatei.com
puzzler2018
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Posted: 12th Dec 2018 23:40
ok - i use Autodek products at work for Inventor. Ill install 3DSmax tomorrow and see how we go, in the mean time, if anyone else like a Kudos then great
MateiSoft
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Posted: 12th Dec 2018 23:44
Indeed! All help welcome!
www.alexmatei.com
puzzler2018
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Posted: 12th Dec 2018 23:47 Edited at: 12th Dec 2018 23:48
what does it show when first load. all in the right place but animation starts it goes all skew whifff, maybe have to set the tranform on every animation frame too

Pain in the arse isnt it lol
MateiSoft
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Posted: 12th Dec 2018 23:57
If that's the case, I'll cut my fingers (jkng)
www.alexmatei.com
puzzler2018
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Posted: 13th Dec 2018 00:02 Edited at: 13th Dec 2018 00:06
How does it look on first animation frame? Pause then 2nd Pause then 3rd etc etc - does it look ok

In agk not 3dsmax
puzzler2018
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Posted: 13th Dec 2018 00:11 Edited at: 13th Dec 2018 00:12
I must sleep now - catch up soon - have fun tweaking those transforms

Lesson learnt but never forgootten Keep smiling
MateiSoft
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Posted: 13th Dec 2018 00:14
Catch up soon! Have to sleep too.

'Night!
www.alexmatei.com
Golelorn
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Posted: 13th Dec 2018 02:23
Upload the file, and I will take a look at it if you want. Or send it to me in a PM if possible.

Also, yes FBX does take special export options, at least out of Blender. I do not use 3ds.
MateiSoft
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Posted: 13th Dec 2018 13:09
Brothers, it messes up with my head. I added the bones again and it worked ok, the animation works. Golelorn, I'll send you the model in PM, if someones else wants it, just text me.

Another thing, (and it's very important) why in the world, the texture (if multiple textures) apply on the object or on the object's children, there where is a skin modifier? Just then...
www.alexmatei.com
MateiSoft
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Posted: 13th Dec 2018 13:19
A skin modifier and bones.
www.alexmatei.com

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