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AppGameKit Studio Chat / [SOLVED] 3D Model Animation

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Pfaber1
3
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Joined: 7th Jan 2018
Location: England
Posted: 1st Jun 2021 22:47
Good evening could some kind person explain the procedure of making a 3d model animation . I have a model I have made of an insect and I would like to see it walk about . I have been using AppGameKit for a few years now and have been doing 3d for a while but have gotten by without animation but have now decided to take the bull by the horns and nail it . Have a nice evening .

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blink0k
Moderator
8
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Joined: 22nd Feb 2013
Location: the land of oz
Posted: 2nd Jun 2021 00:31
If you are not familiar with 3D animation programs then i would suggest you look at Mixamo. Unfortunatly it only handles bi-pedal models
Pfaber1
3
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Joined: 7th Jan 2018
Location: England
Posted: 6th Jun 2021 17:20
Thanks for the suggestion it got me looking in the right direction.
I've looked at loads and have come to the conclusion I might as well learn to use blender. Some of that software is very expensive . Hopefully after having a few days with blender I'll know enough to do my animation. All I wanted was to move the legs of an ant. Oh well at least I'm making progress. Enjoy your evening.
Pfaber1
3
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Joined: 7th Jan 2018
Location: England
Posted: 7th Jun 2021 20:18
I have figured out how to make my animation in Blender. I then export my .blend file as an .obj file . When I go into my files where I have stored it i have about 20 .mtl and .obj files . so this is where I'm at right now . Not sure how to play the animation in my app. am I ok to use .obj files or do I need to use something else. Any advice now would be appreciated .
blink0k
Moderator
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Joined: 22nd Feb 2013
Location: the land of oz
Posted: 7th Jun 2021 21:59
try .x or .fbx and LoadObjectWithChildren()
Pfaber1
3
Years of Service
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Joined: 7th Jan 2018
Location: England
Posted: 8th Jun 2021 01:41
Ok thanks been at this for hours but will try it now . I'll post back on how I got on .
fubarpk
Retired Moderator
16
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Joined: 11th Jan 2005
Location: Adelaide
Posted: 8th Jun 2021 01:54
best of luck with it pfaber ive also found dae works sometimes too but only saves the keyframes which is a method of improving memory usage
but that comes at a cost where the transition is lost. for example you may have one key frame at 5 and the other at 15 the timing between keyframes
is different so hence that would be lost with dae. There is also the curves between transition which frankly I dont understand that well but in blender
you can change the way it transforms from one keyframe to the next ie on a log upward incline or perhaps a straight line for the transition effect
fubarpk on Itch...………...https://fubarpk.itch.io/
fubarpk on googleplay..https://play.google.com/store/apps/developer?id=fubarpk
Pfaber1
3
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Joined: 7th Jan 2018
Location: England
Posted: 8th Jun 2021 20:41
This post has been marked by the post author as the answer.
Good evening . I now have my object working in my game . .X would not work .fbx would not work . I spent the last 2 days on this and I decided to try .dae as a last option and yes I now have my animation working . .fbx was invisible and could not be seen and .x would show up but would not animate. Yes Colada .dae was the only one to work . Got to texture it next . Thanks fubarpk .dae was the winner and if you hadn't of mentioned it I would probably be ripping my hair out .
fubarpk
Retired Moderator
16
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Joined: 11th Jan 2005
Location: Adelaide
Posted: 8th Jun 2021 22:42
Your welcome
Chafari created a great set of instructions for blender and .x files that may help for future reference
https://forum.thegamecreators.com/thread/223848
for .fbx ive had to save as .blend from 2.79 and export at the default settings of 2.8 im not sure how to set them in blender 2.79
3DS should also work but obj wont as it doesnt support animations
fubarpk on Itch...………...https://fubarpk.itch.io/
fubarpk on googleplay..https://play.google.com/store/apps/developer?id=fubarpk
PartTimeCoder
AGK Tool Maker
6
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Joined: 9th Mar 2015
Location: London UK
Posted: 18th Aug 2021 18:02
FBX from 2.79 works just fine if you set FBX scale in export settings.
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