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AppGameKit Classic Chat / Setting 3d bone order for animations.

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Game_Code_here
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Posted: 7th Dec 2021 10:23
So I have to ask

Is there a way to tell appgamekit to animated what bones and when?

There is only 40 bones that will animate and most my facial animations are not working because if this.

I tried

SetObjectBoneCanAnimate( 1, 56, 0 )

but this only works for the first 40 bones then after this it ignores it.

If we are limited to animate only so many bones then why will it still load up up to 200?



PartTimeCoder
AGK Tool Maker
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Location: London UK
Posted: 7th Dec 2021 10:50
Could it be the bone hierarchy?, does SetObjectBoneCanAnimate effect the bones child bones?

I gather what your trying to do .... have the face talk, and play a raise eyebrow here and there (kind of thing) ontop of the talk animation??

if that's the case then make sure the jaw bones have a separate hierarchy from the eye bones, as disabling one could effect another if its in the same link chain...

But this is guess work, I wont pretend to know what I am talking about here I have never done this kind of thing in AGK.

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Game_Code_here
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Posted: 7th Dec 2021 12:01
Quote: "does SetObjectBoneCanAnimate effect the bones child bones?"


All bones animate unless there over 50 or 40 in some cases.

But we can load up to 200.

But we should be able to use all 200 in animations unless there is a reason.

My models are 96 bones and this is counting the extra meshes loaded in as child meshes.

What sucks is a lot my my face bones are over 50

The only thing that is animating is the jaw.

So no real face expressions.

How good would a game be with full facial expression's

PartTimeCoder
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Posted: 7th Dec 2021 12:45
Well yeah it would be good but your asking the game engine to do a lot there, this is why cut scenes heavy with animations are usually rendered out as video, not many games use real time animations for such tasks, take the PS5 for example, the new animation and rendering system they are using is dope but it has a team of 1000's working on it using state of the art, never seen before rendering tech.

This is the key to development, finding barriers and then finding ways to work around them, is rendering the animations to video not an option?
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Game_Code_here
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Posted: 7th Dec 2021 13:30
Quote: "is rendering the animations to video not an option?"


Sure but I also want talking models in game to.

Just wait till you see what I have done, it is amazing.

PartTimeCoder
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Posted: 7th Dec 2021 14:57
I'm sure it is, I don't doubt you got skills in that area

how about, split the model and armature, jaw, left eye, right eye, this way you are working with separate models in one, it would take a bit of setting up but it would work, as long as you give them all a common origin point there is no faffing about when loading them, just load and use a common anchor to position them all at once
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Game_Code_here
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Posted: 24th Dec 2021 02:06
Ok I did many test to see what bones i can play with and found that

Even if i set the bones not to animate I still cannot effect them as the bone limit.

This is why people run from these programs is because of its limits.

Limiting bones to only 40 and no shape key support is a big turn off in any game.

It is sad to see this in such a powerful engine.

Well, it is starting to show it is not as powerful as thought at first.

I searched and found that most all modern engines support more then 100 bones and also shape keys.

So even if i added more bones for face animation there not supported and I can not get face animation because there with shape keys.

It is a no win solution.
Bored of the Rings
User Banned
Posted: 24th Dec 2021 06:34 Edited at: 24th Dec 2021 06:36
I'm not sure of this but maybe the limit can be upped using the tier2 source code? Tier1 is limited unless you can code in c++
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Game_Code_here
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Posted: 24th Dec 2021 07:11
Tier1 is limited unless you can code in c++

I would need a demo of some sort to get started but maybe.

It would be easer if they would just implement more bone support.

I say this because if one bone is supported then as many bones as they want to be supported can be.


Bored of the Rings
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Posted: 24th Dec 2021 13:57
yes, I certainly can code in most languages inc C++. I will take a look at the tier2 c+ code and see if I can up the bone constraint.
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Game_Code_here
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Posted: 25th Dec 2021 06:10
Quote: "I will take a look at the tier2 c+ code and see if I can up the bone constraint."


Merry Christmas

Well If you do I wonder if I can use both tier2 c+ and tier1 together.

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