Game Development
Discusion area for game development related to Animation:Master
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166 topics in this forum
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I've been putting together some advanced tips and techniques in some kind of manual for myself. I decided to share it. I named the document 'Models for Games' because it also includes specific information about getting your models into a game engine. However, I think the modeling and texturing tips described there may prove useful in any situation. modelsforgames.pdf
Last reply by Rodney, -
In АМ there is only one built-in a way to export skin and bones animaion - model .act, animation .mot. I have tried - they do not open in engins similar Genesis3D. In MilkShape too . Somebody tried?
Last reply by triath5147, -
- 2 replies
- 504 views
Sorry I don't know to much about game development, but have heard (read) the .X file name tossed around some. I have some models that are in the .x format and was wondering if they were usable in AM? Thanks in advance for your comments. David
Last reply by ddustin, -
- 11 replies
- 720 views
I have been working on a low-patch version of Tinman for testing with the Torque game engine and have just realised that Obsidian Games' exporter only works with A:M models up to version 12. My mistake for starting this in A:M 13!!! Now I am stuck with this model and no route back to A:M 11 or 12. Other people are bound to wind up in this same predicament so I wondered, if any of you code wizards are still looking for plugin ideas, would you like to try your hand at this? I know Jody, (MMZ Timelord), wrote some code to solve a similar problem but it sounded like a one-off special case that wouldn't work for any model. Any takers? Please!
Last reply by Paul Forwood, -
- 12 replies
- 1.1k views
I'm taking my first tentative steps into producing DTS files from A:M13 with Obsidian Games' new plugin beta, 'AMXdtsPlus'. Thankyou, Chris, for pointing out that I need to do a little bit of preparation work before running the exporter plugin. I have read through your notes and looked at the example projects but I am still a little puzzled. I wonder if you might clarify some of the fuzzier areas that I outline below? This is the way I am seeing it at the moment so please correct me where I am off course: I understand the scaling and rotations that are required to get a model from the A:M world into the Torque world and I think that I have that setup correctly. From …
Last reply by Paul Forwood, -
- 2 followers
- 7 replies
- 1.3k views
I want to create Models that have double sided normals, and then export them via the obsidian plugin to an *.x file for direct X, Can this be done? I have seen others ask this question, and I do not recall the outcome for them. My current method is to create a duplicate models and shrink them slightly and flip their normals to have a back side. This is a fine work around, ecxept for the fact that this doubles the amount of CP's in my X models, and thus is slowing down my renders considerably, especially when I have a lot going on in my game. I have seen other games use double sided normals, and I assume they have proprietary engines that do this, is this true? O…
Last reply by Emilio Le Roux, -
- 2 replies
- 1.1k views
Hi friends! I´m new posting and sorry for my english too... I´m wondering if animation master is compatible in animations as in models with textures with the softweare 3D Game Maker. And FPSC too. (Darkbasic.com) If some one has some experience... PLEASE!!!!! HEhehehehe.
Last reply by Wolvardo, -
- 1 follower
- 3 replies
- 491 views
I need some advise and it was kind of hard to get any from the new user section. So I'm posting it here, in hope that is... 1. I asked Chris this, but I forgot to ask you guys too. I'm using a Riva tnt2 model 64, and it appears that anything more than 70,000 polygons puts it to its knees. I need some way to gauge how many polygons I have. Also some technique in "modeling" with less patches yet still producing subperb-looking models. Any advice or tricks? 2. Okay this is not 100% about video game development. Which is why I did not stick it in the "development section." My second tech. inquire is one that's been bugging me for some time now. Picture this: Y…
Last reply by triath5147, -
- 1 follower
- 0 replies
- 368 views
Visit http://irrlicht.sourceforge.net/index.html It is impressively uncomplicated, and feature rich. Not a game suite since it doesn't have sound, etc, but i think it can be used to solve almost all graphic needs. I'm sticking with gamestudio because i dont have much time to code but i think it's worth a very good look! Emilio
Last reply by Emilio Le Roux, -
- 9 replies
- 506 views
1. Is expecting AM to create levels just too much? It has created nice enviroments, but should I only really use it to create the game characters? What about small levels, say, like a house or a shop? 2. What is a good game engine to use for it? One that does not suck, and supports .X format?
Last reply by Feline Witch, -
- 12 replies
- 1k views
It is a common misconception that the world of splines and the world of polys are seperated by an unbridgeable abyss. With the help of the modestly priced AMXTex Exporter Plugin you have everything needed to export .X models including proper bones and texture information. Here is a look at some of my results. Compare these polycounts to simailar ones produced by other apps. I think you will find that 469 tris usualy gets you a poorly modeled bar of soap or some such thing. You definitely do Not get the types of curves and shapes shown here and still maintain such a low polygon total when using other apps. And it certainly could not be any easier to produce cont…
Last reply by Emilio Le Roux, -
A:M to FBX
by dingo- 0 replies
- 351 views
Already discussed in a thread in the Reusable motion area, thus closing. Sorry. http://www.hash.com/forums/index.php?act=S...=30#entry121152
Last reply by dingo, -
A:M to FBX
by dingo- 4 replies
- 888 views
The new Milkshape has import and export of .FBX mesh and animation. 1. export .X from A:M using AMXtex 2. import into Fragmosoft 3. export to .ms3d (Milkshape) 4. import into Milkshape 5. export to .FBX Of course check your animation and model along the way. This may be of good use particularly to those who use the Unity Game engine on a Mac.
Last reply by gschumsky, -
- 13 replies
- 873 views
Hi I just finished my a:m games tutorial. It is really part advice and part tutorial. It is really about getting your model from a:m to gamestudio. The pictures in there are really just eye candy. I don't know if they help the tutorial any but they make it easier to look at. Here it is: http://www.3dfrog.com/wips/am2gamestudio.pdf Well, let me know what you think and if this is useful to anyone. It may help just to show that this can be done. Thanks
Last reply by dborruso, -
wait HA:MR.. Anything doing it?
Last reply by another, -
ACTION BIRD 1 2
by triath5147- 52 replies
- 3k views
Just to let ya all know. I have been working with some friends of mine to make a game with 3D Game Studio. All models, and animation were created with AM, as well as cutscenes and props and other modeling content. You can see a few screen shots here: http://www.conitecserver.com/ubbthreads/sh...&fpart=all&vc=1 The free demo version barring any unknown bugs, will be released in about 2 weeks. The game has three types of game play, 3rd person run and jump/fighting, a puzzle mode where you collect keys, and jump on platforms, and a wonder sphere mode, which is like a physics ball, you control on ramps, with powerups, and speed ups and what ever. The ga…
Last reply by Obsidian Games, -
- 1 reply
- 389 views
Another game unit. I started it Saturday night. I still have a good bit of work to do. Unit is currently 1050 polygons. This is what I have so far:
Last reply by RViewer, -
- 14 replies
- 1.2k views
Hi all, I'm a new user of AM and I intend to use it primarily to produce maps and models for a 3D RPG game I am starting to work on. I am still at the early stages of the game and I still have a lot to learn about the different kind of maps and models used in 3D games. I have a few questions for AM users that use it for games: 1) Do you know of any good resources with regards to the latest in maps/models (I only know the Quake 2 format for now) 2) How do you use AM to produce models compatible with whichever format you chose? 3) I did not see any export format to other 3D modelers. I suppose these are probably available as plug-ins? Many thanks …
Last reply by Fuchur, -
- 5 replies
- 541 views
I'm working on a 'new' 3d engine using Animation master as a base, and I'm trying to figure out how to do a few things. 1. I'm playing around with using the choeographer as a level editor. Actually this looks like it's going to work pretty good already. The .cho file has a lot of stuff in it, but for just doing level design I think I figured out what I need. I already have code here to draw the .ply files, but my next project is to try to integrate world editing into animation master also. 2. It would be super-handy if I could attach different notes to each of the models in a choeography. Then I could specify commands or options for each character I'm p…
Last reply by starwarsguy, -
- 7 replies
- 655 views
Well I havent acctual bought AM yet but I'm pllaning on it as long as it will work for what I want it for, 3D Video Game Creation, Now I alredy know that AM can be used to make video games but what I need to know is if when your saving you modles in AM can you save them in .x formate because the programing program I use only accepts .x files when to comes to 3D objects. Can someone help me out.
Last reply by Fuchur, -
- 10 replies
- 717 views
Just wondering if anyone else has used AM to model low-poly in game models. Here are some that I've done. http://www.murc13.homestead.com/files/dragon.jpg http://www.murc13.homestead.com/files/car.jpg http://mvandeweghe.ath.cx/semi2.jpg http://mvandeweghe.ath.cx/semi3.jpg (Linked because of image size) Post your own!
Last reply by john2004, -
- 11 replies
- 675 views
Granted I dont YET have the full version of AMTEX, but I hear it is supposed to export texture maps. Does anyone here (who has the full version of AMTEX) know if it really does export USEABLE texture maps? I heard some rumor about there being gaps on the generated texture maps or something. (I really dont want to use a third party UV editor) On another note, does AMTEX export normal maps along with the color textures? ( I know that AMTEX will not export more than one color texture for a single poly due to the limitations of the .x file) However, I also know Direct x supports normal maps (as seen in the most recent SDK sample browser). Does AMTEX ignore normal m…
Last reply by DWARVEN_KING, -
- 1 follower
- 7 replies
- 1.1k views
I'm sure this has been discussed somewhere, but I'm trying to export animations using AMTex. I have been able to export the model fine (without animations) and everything looks fine. As soon as I add the animations, the exported .X file animations distort from what I see in AM. This isn't a simple, hand moves too far - they are completely off (like IK -vs- FK). They also distort the mesh of the original model. I have tried it with a couple models (Lambrina from main CD, and Jason from extra CD) with very simple animations (just moving the arms in the air). Anyone have any ideas on this? If you need the .X files, I can upload them somewhere for you t…
Last reply by Emilio Le Roux, -
- 13 replies
- 610 views
Hi I am testing the AMXdts exporter in a:m version 13 on a pc with my herbie the frog model. At first I didnt have the directory set up right but I was getting just bones showing in show tool pro and they went through the animation. Then I set up the directory correctly exactly as shown in the manual and the character displayed but no animations are playing in show tool pro with my character now. I have the hierarchy right, I just don't know why the animations aren't working. Also, everytime I run the exporter, before it exports I get a error message that says "config file error: Unable to read config file for shape ".\herbie.dts"" I don't know if this has somet…
Last reply by dborruso, -
- 5 replies
- 666 views
I've just released a new version of AMXdtsPlus (Torque Model exporter), Beta-6, which is available for Animation:Master version 13 on Windows and OSX Tiger. This version of AMXdtsPlus introduces vertex/cp weight export, and is available to registered users only. I have also updated the AMXdtsPlus help file to add information on this, and other, features. Both the exporter and help file can be downloaded from the Obsidian Games website. As always, if there are any issues or questions with this new release, please let me know.
Last reply by Obsidian Games, -
- 15 replies
- 927 views
I just released the initial beta version of AMXdtsPlus to the Obsidian Games website. It is available for A:M version 12 only (for now; there is an A:M bug preventing a V13 release), and is available for both Windows and Mac OSX Tiger. This plugin uses the same setup as AMXtex -- the unregistered version cannot export textures, and only exports the first 5 frames of animation. I mainly want to see how everything runs for everyone in the unregistered mode, and if there are any major problems. If all goes well, and there aren't too many kinks to work out, the next step should be to allow for purchases, which would mean texture and full animation export would be be a…
Last reply by ZachBG, -
- 5 replies
- 1.1k views
The AMXdtsPlus plugin is now on sale at the introductory price of $14.99 (regularly $19.99). You can purchase it by visiting the Obsidian Games Purchase Page. The plugin is still in beta (there is a new Beta-4 version with some minor fixes), and there are still some features (and documentation) to be added. However, for those people who want to start exporting their models to the Torque Engine with textures and full animations, and want to get in at a discounted price, this is your opportunity. I look forward to seeing what people can do with the plugin. As always, please email/pm me if you find any issues with the plugin or purchase process. Thanks!
Last reply by woolyloach, -
- 21 replies
- 919 views
Hi, I am having some animation export/import issues with AMXtex to 3d game studio. I have tried these tests with a TSM1 and TSM2 rig and the rig in the thom model on the A:M cd. First issue is that any bone that I do not move manually in the A:M action does not move when I import it into 3d game studio. So if I move the head, the jaw bone should follow as it is a child of the head. But if I do not move the jaw bone manually it does not show up in the project workspace under action. So when I import it into 3d game studio the jaw remains stationary. I have tried action/bake (remove constraints) with the action but it didnt make a difference. I tried selectin…
Last reply by triath5147, -
- 9 replies
- 666 views
Ive heard from some people that in order to export correctly, I need to use one texture image to texture the model with. I did that, tried diffrent image formats, still no luck. Can someone, please, tell me how to export the model step by step with its textures. How I must texture it, etc. Please please! Thanx cap
Last reply by Obsidian Games, -
- 3 replies
- 825 views
I've just released a new version of AMXtex (DirectX Model exporter), version 3.0, which is available for Animation:Master version 13 on Windows. This version of AMXtex introduces vertex/cp weight export, and is available to registered users only. I have also updated the AMXtex help file to add information on this new feature. Both the exporter and help file can be downloaded from the Obsidian Games website. There is one limitation to this new feature to keep in mind. DirectX limits the number of bones that can control an individual vertex to 4. The export process will enforce this limit, so if a cp has more than 4 weights, the extra weights will be removed…
Last reply by DWARVEN_KING, -
- 3 replies
- 540 views
I've been able to make IK kinematics, aim-at, and aim-at w/ scale to reach ON constraints work fine. Euler constraints dont seem to work, but that is not my problem. The problem is my fingers I'm using no constraints on them, and they are rigged in the 2001 skelleton manner with the rollhandle being used exclusively to flexing the fingers. In the bone view, the initial rolls of each of the fingers is set to 0. Now for some reason when I make an animation of the hand closing into a fist (for instance) the fingers will roll too far and consistently go into or through the palm in the exported version. Any tips would be greatly appreciated.
Last reply by DWARVEN_KING, -
Has anyone worked with .xml files using Android w/Java? Or Eclipse with Java? OpenGL (embedded systems) 1.0? They usually call everything a device now, but nobody laughs or says much when I call it a smart phone that I put apps on. Plus some have big screens and they look just like a computer. Not that I don't like my new computer, just can't program it much anymore. One book did show me how to put a frame animation into an XML file, put the images into the proper res folder, and whammo... I got a floating couch on my phone... just as soon as the .apk was put into the RAM via ES File Explorer. I could probably upload an .apk to show what I was s…
Last reply by DZ4, -
- 2 followers
- 13 replies
- 1.6k views
I've searched the forums a bit for that and I've found a few hints here and there. I'm about to define the artistic pipeline for a new game (http://archangelchapter.com). It's using the Ogre3D engine and so far I've tried MAX, Blender and Milkshape. MAX costs an arm and a leg and Blender is downright confusing and counter-intuitive. Milkshape is a bit too basic. I've been away from A:M since 1998 but I've re-installed '98 recently and it's like riding a bike. Everything feels natural and at it's place. I've seen some of the newer version and it all seems good. However there is no direct path between Hash and Ogre. What is the most effective path to do this? …
Last reply by Emilio Le Roux, -
- 8 replies
- 504 views
Has anyone had any success getting their A:M models into other games ie. Doom 3, Unreal, Farcry? Thanks.
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- 3 replies
- 558 views
are any of the discussed game engines deliverable as a browser-based plugin? i've have kind of a one track mind regarding web-enabled 3d models, and i've pretty much resigned myself to having to export out of a:m to get this done. sounds like obsidian's .x exporter is going to be a common first step? -jon
Last reply by jon, -
- 5 replies
- 504 views
I am and will be there on May 10, so if anyone wants to hook up for lunch...
Last reply by gschumsky, -
- 0 replies
- 609 views
I am looking to not reinvent something that already exists. If anyone has any c# code that reads and stores the data from an obj file (ready for drawing) I would appreciate it. I do have the glm.c file and my own obj importer/exporter, but was hoping to save a couple hours... Let me know... Arthur
Last reply by walasek, -
- 2 followers
- 2 replies
- 737 views
Anyone using AM for game development? I just got the "upgrade" email and am looking for a good excuse to buy it (I haven't used AM for over 8 years ). If you are using AM for game characters, what's your work flow? Are you able to get your mesh and animations to DirectX files easily? What other software are you using? Thanks!
Last reply by bigkahuna, -
- 2 replies
- 408 views
Just wondering if anyone uses or see's value in Macromedia Flash as a game authoring engine. I realise you could never do realtime 3D but for sprite based it may have some possibilities. Anyone ?
Last reply by amarillospider, -
- 11 replies
- 721 views
Hey Game people. We need beta testers and we're on a real tight schedule. If you can devote as much time as possible to helpo out then that would be great. If you want to help test, then go to ftp.covenant-studios.com. Username and password is tester. Go into game_download, then in the Beta_1.0 folder and download both files in there. There is a Mac and windows version in the same zipped file (Win run the installer when unzipped, Mac just drag and drop the file anywhere on your computer). Report bugs to goodgames@cox.net, with the subject line Beta 1 bug report. Include computer specs, OS version, etc. and what happened that seemed buggy, and i…
Last reply by nimblepix, -
- 17 replies
- 861 views
Hey fellow game makers. Just wanted to let you know our fist video game using AM "Bibleman: A Fight for Faith" has officially shipped, and will be on store shelves (Christian book stores at first) after the 20th. It is also available for pre-ordering on the web at www.bibleman.com. Our initial order was 8,000 units, but we're expecting waaaaaaaay more than that in no time. We're trying to get into Wal-Mart (see the thread in the OT section), and offering basically a reward for anyone who can get us in front of one of the big wigs, a buyer, or a regional manager. So, I guess that's it. I thought things would slow down a bit, but we're in sales/marketing mod…
Last reply by gschumsky, -
- 5 replies
- 540 views
I was just at the bookstore and saw a book on Blender, so I came home and did some research because i know I've heard it mentioned here a lot. So, its a FREE 3D animation program...claims to be easy to learn...and an optional output is that it can publish interactive GAMES and websites...sorta like Arctic Pigs was supposed to be...kinda... So, I tried to look at some of the games, to see if they were cool or lame, and all I found was dead-links and reviews on how awesome a game will be once it's finished and the expected date is (was) last August...etc etc... Does anyone know of some real, live, downloadable or on the market Blender games? Can anyone tell m…
Last reply by Shazam3D, -
- 0 replies
- 812 views
I want to use the generic color of a group with a see through bump map that is with the color, all of this is fine is regular AM, but with the AMTEX pluggin from Obsidian Games, I want this to render in direct X format. The problem is this, so far I cannot overlap textures in the X files, it is either a color or a bit map texture. Is there a feature that allows bump maps that can also retain a texture? I know this may not be the proper place to post this question, however I could not find a forum for Amtex users by Obsidian, so I went to the next best place, hoping other users of AM know how to do this trick.
Last reply by kkwaters, -
- 1 follower
- 1 reply
- 427 views
I read somewhere in this thread about the problems of getting a publisher. I don't know how well it could work... but one of Cafépress products is a multimidia CD, which could be any software. It's printed 'on demand'. You can take a look at some titles here: http://www.cafepress.com/cp/browse/Ne-1160_N-1262_bt-1
Last reply by dborruso, -
- 6 replies
- 435 views
Has anybody heard of this engine? It seems like the right one for me, but- I don't know if it will accept stuff from AM. Do you know if it can?
Last reply by Feline Witch, -
- 3 replies
- 414 views
I WANT to get into gaming, but it seems it is just ANOTHER discipline I would need to throw on to the pile, along with: -Traditional art -Photoshop and image editing -2D character animation -After Effects and video -3D graphics and character animation, A:M, Maya... -Html, Flash and Flash animation -DVD and authoring I'm getting a bit scattered. I DO have an excellent idea for a game though, and perhaps I could 'hook-up' and get some programmers interested in collaboration. Is there any 'gamers' forums where you can 'hook-up' or share ideas...?
Last reply by Morgan, -
- 1 follower
- 7 replies
- 628 views
I am just really curious as to what it takes to really create a game engine and all its processes, like what programs can be used (VisualC++, etc) and what not. Anyone? -
Last reply by PopaR, -
- 1 follower
- 10 replies
- 931 views
there is no pay, but everyone who helps to a certain extent will recieve a copy of the movie and the game once finished
Last reply by itsjustme, -
- 1 follower
- 0 replies
- 601 views
We use 3d studio Max to create our models (it's still a better polymodellingprogram then AM). We use a custom exporter to export the model with textures and uv's and import it back into AM. The rigging, skinning and animating is done in animation master. However the decals are not showing in AM. Everything is in the file, I can see the images, decals and stamps in the projectwindow but not in the viewport. When rendering the decals aren't showing either. Funny thing is if we export/import it to our game-engine everything works fine, all the textures are at the right positions and so on. When opening (edit) a stamp in AM I see that the uv's aren't correct: …
Last reply by NOVA, -
- 1 follower
- 28 replies
- 901 views
I have been working on the design for my game, which was originally going to be an RPG. While doing some reading about RPGs and the different approaches of games like Diablo and Balder's Gate, I read that a huge percentage of players never finish some games. Diablo is a much more simple game than Balder's gate, and simpler than it's sequel. And people play it all the way through, sometime several times. In some ways it reminds me of the early arcade games, addictive but not so complicated, fun. There are a number of things about the modern RPG that I don't much care for...I start playing them, get bored, and never go back to them.... I don't like all the frigging shop…
Last reply by Feline Witch,