3rd Party Models/Media Chat / Help with 3rd Party .x Files

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tomjscott
User Banned
Posted: 16th May 2014 19:41
I've pretty much given up on 3rd party character models with animation, but I thought that something simple like a treasure chest with an open/close animation might translate well to FPSCR using the standard key/door scripts. I thought I could just copy and change the gate fpe file to specify the proper animation range and it would work. But no luck. The model comes in fine and the scripts work to prompt opening the chest, but no animation plays. I have the trial version of Animer and it loads and plays the animation fine just as it does with the gate model. So, I can't see any reason why this wouldn't work.



Does anyone have any ideas on this? Do I have to rename limbs in Animer or something like that?

System Specs: OS - Windows 7 Home Premium 64-bit SP1, CPU - AMD Phenom II X4 945, 3.0Ghz, RAM - 8Gb DDR3, GFX Card - 2048MB NVIDIA GeForce GT 640, FPSC-R Version - Beta 1.006
rolfy
17
Years of Service
User Offline
Joined: 23rd Jun 2006
Location:
Posted: 16th May 2014 21:42 Edited at: 16th May 2014 21:48
If it's vertex animation use the entity_basic.fx shader (the gates use this), if your using bones to animate use the character_basic.fx shader.



If neither of these work for you it's your export settings.

A funny thing happened on the way to the forum...
tomjscott
User Banned
Posted: 17th May 2014 03:20
Well, I didn't export it and I had no idea which animation method was being used. However, I tried using character_basic.fx as you suggested and now it works. So, I am truly thankful for the tip. That has probably just opened up a whole new world of possibilities for me.

System Specs: OS - Windows 7 Home Premium 64-bit SP1, CPU - AMD Phenom II X4 945, 3.0Ghz, RAM - 8Gb DDR3, GFX Card - 2048MB NVIDIA GeForce GT 640, FPSC-R Version - Beta 1.006

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