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/agdg/ - Amateur Game Development General

AGDG - The Board
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Welcome to AGDG, keep working on your game anon!
See also: /ideaguy/ | /vm/

File: 127a9a2c3c09778⋯.webm (4.31 MB,1280x720,16:9,standardized xml.webm)

a46bc6 No.28593

>hours of suffering through XML parsing

>figuring out the thousand little rules like non-deformation bones not allowed, root bone must have weight > 0 and so on by trial and error

>finally no null pointer exceptions

>webm related

End my life violently

____________________________
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a46bc6 No.28596

Who is that semen demon?

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a46bc6 No.28598

File: 3605d714930d69b⋯.webm (441.11 KB,1280x720,16:9,blender.webm)

File: 6f95952bd2efac1⋯.webm (4.55 MB,1280x720,16:9,ingame.webm)

I got things a little more sane. My largest problem now is webms related, the bone movement is completely fucked up. It looks like they are rotating around the wrong origin or something. It has to be an exporting issue in blender because i have .dae files that are working just fine, with complex animations.

Usually in blender it's always some shit like

>ah you just have to reset the quaternion armature flip roll top origin, press Alt Shift N, hold W, then right click and click recalculate

Anyone by chance knows what to do?

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a46bc6 No.28600

File: 6e82d2f2ab58f8c⋯.jpg (28.55 KB,600x619,600:619,slut me up inside.jpg)

>>28598

kek, that second webm

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a46bc6 No.28601

File: 31d2899804aa224⋯.jpg (133.57 KB,668x840,167:210,31d2899804aa2248f2019ae102….jpg)

>>28600

help pls

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a46bc6 No.28618

Check all ur formulas, matrix/quatertnion multiplication orders. Start by animating a mesh with a single bone. Child bones have to inherit from parent bones in a hierarchy. Took me a week to do it all the first time.

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a46bc6 No.28621

File: 83ff0da790dfb83⋯.webm (8.62 MB,1280x720,16:9,this kills the frametime.webm)

>>28618

It does work with a few other .dae files. It has to be a matter of exporting from Blender. When i create simple rigs myself it works without issues. In webm related, i got the cowboy figure from a tutorial series and created the red things.

It has to be something that happens when you do "advanced" rigs. For the animations in the OP and my first post i created the rigs myself. Possibly when flipping extremities or parenting to non-deformation bones. I suppose i could figure it out exactly with A/B-tests but instead i'll use AssImp instead, a well established library for all of the file parsing and loading.

However to do that i have to migrate from LWJGL 2 to 3 which is a huge pain because they decided to rip out all of the useful bits and replace it with fuck all so i'll have to do that part on my own. >inb4 java

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a46bc6 No.28669

>>28598

>2nd webm

this should be in /agdg/ banner

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a46bc6 No.28680

Just use MonoGame and Protogame's animation class. It has no anim blending but it just works. Just use binary FBX which you can cross check in Noesis for sanity.

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a46bc6 No.28713

>>28621

>java

unless you're that thinmatrix dude that does lwjgl tutorials on youtube you should prolly kys my man

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