Product Chat / How do i change the main first person charater

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snorci
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Posted: 6th Aug 2014 10:31
Help if anyone can.

How do i change the main male charactors hands to female - not every hero is male
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synchromesh
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Posted: 6th Aug 2014 11:56 Edited at: 6th Aug 2014 11:57
The hands and guns are basically separate Models....The character is just a Camera... No one has made any yet.

So for the moment not possible
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Wolf
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Posted: 6th Aug 2014 12:28
You'd have to remodel the hands.

If this is too much, you can also try retexturing. Maybe the results look convincing.



-Wolf

"When I contradict myself, I am telling the truth"

"absurdity has become necessity"
snorci
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Posted: 6th Aug 2014 12:43
Where is the hands in the program kept - as i know a great modeler that will be working with me once the alpha is released -

If you could let me know the model file i could start on with bits now - please, pretty please lol

Thanks
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Pirate Myke
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Posted: 6th Aug 2014 15:01
The hands and the weapons are located in the gamecore/guns/modern folder. Each weapon has it own HUD file with the weapons and hands rigged for the animations for that specific weapon.

The xfile will import into fragmotion, there you can see the structure and animations associated with them. plus all the rest of the files that make them work.

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snorci
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Posted: 6th Aug 2014 15:39
Have to say i love the FPSC RELOADED - but this is a litle nuts - from fpsc to fragmotion to milkshape and then to blender. Insane.

Models direct to fpsc is still mad aswell but quite simple after some gettinbg to know it.

Can i not rig and model in blender direct - and then tranfer using the gun files - like you do with boxes and gates by changing the values.
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Pirate Myke
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Posted: 6th Aug 2014 15:58
Fragmotion will do the rigging and animation for the weapons huds. People have been using fragmotion for a long time for this.
Plus fragmotion will export the rigged animation directly from that program and no other are needed for this.

There is a great classic FPSC tutorial on this. And I think it is in the community guide also. So if you have classic FPSC installed, go to the docs folder there and check it out.

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snorci
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Posted: 6th Aug 2014 16:38
Sorry you may love frag and the other bits - but im cinema 4d and my mate is blender - think i may just be best designing the models my self and then finding someone on here that knows fragmotion better - just with 3d modelling , writing and learning after efects at the moment an d film making.... Fragmotion and the others would just scramble my brain at this time - but thank you all for all the kind infomation and help.

So if there anyone out the fancys rigging it for me for a small fee - let me know? ( Due to it being my RTM it would be none disclosure aswell sorry ) BUT IF THE GAME WORKS - IF..... I would gladly put your name on the credits.

Thank you all again for all of your help.
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Wolf
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Posted: 6th Aug 2014 17:42
Quote: "from fpsc to fragmotion to milkshape and then to blender. Insane."


The faster you get used to it... you will likely add more programs to that chain the more experience you gain



-Wolf

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"absurdity has become necessity"
Pirate Myke
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Posted: 6th Aug 2014 17:44 Edited at: 6th Aug 2014 17:50
I don't use fragmotion only to get stubborn xfile into a format I can deal with and get the animations.



I am not saying I love it, but I can bet that 3/4 of the weapons made for classic FPSC were made in this program.



I use 3d max myself.



I can rig this for you, But I am betting that BSP user has a real good handle on this stuff for reloaded. Send me a PM or email me below, and we can discuss your needs.



Check out his post if you have not already. He is a nice guy and would probably answer your questions on the most efficient way of doing this.



Once you have the first rig, switching weapons and changing animation is faster and easier.



I have not messed with blender since it got animation export capabilities, so I cant help you there, sorry



And I agree with Wolf completely, there is a chain of programs for free and pay that each has its specialty that works best for direct x format. I have learned over the years that I may not like a 5 program workflow, but that is what is needed sometimes, to get the dream in your head to the game engine.

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snorci
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Posted: 7th Aug 2014 19:25
Thanks Wolf, i do understand - but faster isnt my pace anymore lol.

And thanks Pirate Myke for all your information - everything is greatly apreachiated - ill message you this weekend with my email.

Just found fragmentation insane - using it the first time - i just gunna look at more tuts for it and see how i get on.

Just realy wish i started learning all this 20 years ago -

Thanks again to everyone for all the help.
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LeeBamber
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Posted: 7th Aug 2014 21:09
If there is a big need for customizing the hands or just the textures of the weapons used, please do post and make yourself known. Right now I can count on one hand (pun) how many users have requested changeable hand textures, but it's a good point to make and when you boil it down it's just a texture for the most part.

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Jerry Tremble
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Posted: 8th Aug 2014 02:16 Edited at: 8th Aug 2014 02:23
A selection of textures for the player might come in handy! (Couldn't help myself, sorry.)



Perhaps a new store category for those skilled in such things? I really gotta hand it to those people. I wouldn't mind getting my hands on a few new textures. I've tried it, but I just can't seem to get a handle on it.

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Pirate Myke
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Posted: 8th Aug 2014 07:27
Your welcome. Message me when you get the chance.

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snorci
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Posted: 3rd Sep 2014 08:19 Edited at: 3rd Sep 2014 08:21
Sorry peeps - been with out a computer for a month - back up and running now - pirate myke trying to message you through here but cant for some reason - managed to message you lol - thanks peeps
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lordjulian
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Posted: 10th Sep 2014 00:14
Sci-fi geeks might like alien hands or rotting zombie hands.

Julian
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tommy8
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Posted: 10th Sep 2014 21:38
what we really need is full character models for the player controlled characters, so we can see the chest, legs and feet when we look down.
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Jerry Tremble
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Posted: 11th Sep 2014 01:17
I think if Oculus support is brought back(haven't even tried it this last beta, maybe it is), full-body awareness (that's what I call it anyway) would be nice. If Lee ever decides to implement the PrioVR, then it becomes a necessity. I had it working with my OR in DBPro for about a half hour, but I tweaked one of the camera rotation settings and could never get it back. (forgot to REM out my previous line of code, I just changed a value or two and never remembered the originals either!) Now the best I can do is see full body along with a neck stub (my character has no true head) or else I'm looking in the chest cavity! LOL, I walked away from it many months ago. I now just realized maybe scaling things a little differently may help me along there.

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James Blade
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Posted: 12th Sep 2014 08:59
well I myself is not too concerned about being able to see yourself as you look down, in most FPS game you can not do as much.
however when it comes to multiplayer. I would think your player being a actual model and not just hands and a gun would be a must.
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