3rd Party Models/Media Chat / How to animate user created characters and weapons?

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tommy8
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Posted: 10th Mar 2014 03:28
Say for example I've made, textured and animated a character in blender i want to use as an FPSCR enemy or ally. Which directory do you place the animation files for user created models when they are ready to be placed in FPSCR?



What code do you use in the FPE file to initiate them when they're needed?



None of this seems to be explained in the user's pdf.
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HarryWever
3D Media Maker
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Posted: 10th Mar 2014 13:59
You an just place them under entitybank folder or create a folder ( user)under entitybank for example.

If you take a look at the fpe file from a stock character, you get a idea.





Gr

Harry
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tommy8
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Posted: 10th Mar 2014 15:57
thats partly why I'm confused, I cannot identify the animation files for the stock characters.
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HarryWever
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Posted: 10th Mar 2014 19:52
If you mean a seperate animation file.

There is not a seperate file.

The animation is in the character, and then exported as a .x file with the animation baked into it.



So you make youre character then animate it in a 3d program.

And then export the chracter with the animation to a directx file.



In the fpe file you call the animation frames.

each reloaded character has a basic animation. ( walking runnning, shooting, die. etc etc).

There is a program Animer and is almost ready for fpsreloaded.

And is maybe something, you are searching for .

http://fpscrforum.thegamecreators.com/?m=forum_view&t=207329&b=3



Gr

Harry
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tommy8
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Posted: 10th Mar 2014 20:16 Edited at: 10th Mar 2014 20:19
Thanks for the clarification. I am still learning the ropes when it comes to 3d rigging and animation.



Pardon my ignorance, but what can be done in animer that can't be done in milkshape or even blender?



I realise FPSCR is a pretty reasonable price for what it can achieve but i'm really hoping to not have to spend more money on software. I am already a gold pledger.
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