Third Party Tools / FBX2GG - A fantastic new tool available for Purchase soon

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Belidos
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Posted: 26th Jun 2016 20:22 Edited at: 26th Jun 2016 20:22
Well, so far this has worked great, it's an awesome tool. All of the soldier imports work perfectly. The only issue I have at the moment is all of the melee animations (knight, skeleton etc. from fantasy pack) seem to twist the head to the right on the character, not sure why, but maybe because they're designed for the character creator and the heads are separate?

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Bored of the Rings
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Posted: 26th Jun 2016 20:39
If anyone has any future feature requests or issues etc , please contact Rafhalzer at : bodzio3d@gmail.com
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Posted: 26th Jun 2016 22:21
Which rig are you using from FUSE? I have been using the 3 chain fingers rig and have also tried the Standard Skeleton, which seemed pretty high in bone count. Also, which flavor of .FBX are you using? I've just tried plain old .fbx these past few months, but there is also Unity and UE4 available. Anyway, FBX2GG just stays on "zeroing joints, please wait". I've waited, and waited, and waited. Any advice would be appreciated!
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Belidos
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Posted: 26th Jun 2016 22:26
standard FBX, 3 chain fingers works fine for me

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Posted: 26th Jun 2016 22:28
Quote: "standard FBX, 3 chain fingers works fine for me"


I've had no luck, so I read the directions, lol. They recommend the 2 chain fingers. I'll try that!
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Jerry Tremble
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Posted: 26th Jun 2016 23:18
Still no luck. It appears to actually load the character, but no character shown. I can see skeleton and mesh data on the left. I can load animations, and the frame data appears on the left, but as there is no visible character, I am unable to play them. If I go to save the invisible character with animation set, it simply save a character with no animations.
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Jerry Tremble
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Posted: 26th Jun 2016 23:59
I have luck! I was able to import a character, animate with GG anims, and save as Direct x. Still unable to see any character in the window, though. Also hard to tell when it's done doing whatever it's doing. (Loading saving, applying, etc). Messages just stay on screen. I installed it on my desktop and can see character in the window on that, but it crashed right away. Will reboot and see what happens then.
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Posted: 27th Jun 2016 00:24
Works great on the desktop! I just wish I knew why it's all funky on the laptop. Perhaps I will try reinstalling it later. Anyway, Rafhalzer and Bored of the Rings, I thank you for saving me perhaps hundreds of hours vs. doing it "the old fashioned" way!
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Belidos
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Posted: 27th Jun 2016 11:02 Edited at: 27th Jun 2016 11:03
Glad to see you got it working Jerry! It's an amazing tool.

One little tip, as I mentioned earlier, some fuse/mixamo characters end up with crossed wrists, when holding guns, this is as Bored said before because the fuse/mixamo arms are quite a bit longer than the arms of characters created for GG.

It's easy to fix this in fuse, simply go to the customize tab, and click on your characters arm, then in the list of settings to the right find overall arm size, and scale it down, I've found bringing it down to between 40 and 50 works quite well.

I'd also recommend dropping the finger length a bit too, when they're put into GG they seem disproportionately long.


BTW, did I mention that I love Raf and Bored? :p

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Posted: 27th Jun 2016 15:02 Edited at: 27th Jun 2016 22:04
Thanks for the tip, Belidos! I got it working on the laptop as well. The problem was the NVidia graphics card. When I switched to the Intel integrated graphics, it works fine. Odd, but it works!


EDIT: Strange, but I realized today thanks to this that any program written in DBPro will not work with NVidia on this laptop any more. I was messing with Reloaded earlier and it wouldn't run (correctly) either. So I tried Animer. It behaves just like FBX2GG. I wonder if it's a driver update affecting this.
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Posted: 27th Jun 2016 22:00
Quote: "BTW, did I mention that I love Raf and Bored?"


I think I do too.

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Merries59
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Posted: 28th Jun 2016 04:03 Edited at: 28th Jun 2016 14:56
Sorry double post.
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Posted: 28th Jun 2016 04:09
I pop back into GG forums once in awhile to check on the 3rd person progress, seeing this, is it just for your NPC's or for player characters as well. I saw a mention of the wizard animations, so could you apply this to a character for 3rd person? Thanks!
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Posted: 28th Jun 2016 07:19
Guys! Amazingly well done. Can't believe I got it to work right out box.
Belidos
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Posted: 28th Jun 2016 08:31
Quote: "I pop back into GG forums once in awhile to check on the 3rd person progress, seeing this, is it just for your NPC's or for player characters as well. I saw a mention of the wizard animations, so could you apply this to a character for 3rd person? Thanks!"


At the moment, it's still the same, only the wizard or custom animations work with third person, and only the staff weapon works on them (although there is someone on the forum who has with some jiggery pokery and a lot of work created other weapons that work in third person, but he's not ready to release them yet until he's refined them a lot).

As to the tool, looking at it I don't think it copies over the wizard animations, it has the GG animations for the Uber Soldier, various other soldiers from the base characters, and the skeleton, knight, archer, and barbarian from the fantasy pack built in, and you can import your own FBX animations so far.

But i'm pretty sure if someone sent an email, and asked, they might add it in a later update, try emailing bodzio3d@gmail.com and asking.

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Bored of the Rings
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Posted: 28th Jun 2016 09:23
I don't think the wizard anim frames are included, this was a question I had put to Rafhalzer and it was thought that they were originally after 20000 frames but this seems not to be the case as the final list that is in the PDF file was confirmed by Lee I believe. Yes, please send an email directly to Rafhalzer who might be able to see if he can get those added in the next release.
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Posted: 28th Jun 2016 14:58
Ok thanks all Ill do that and I have questions about animation but Ill post in a more appropriate thread so as not to hi-jack.
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Posted: 28th Jun 2016 15:14
I hope they come up with a male archer i have a native american character that i added the animations and bow to (need a new bow, too) and he runs like a fairy, lol.
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Belidos
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Posted: 28th Jun 2016 15:41 Edited at: 28th Jun 2016 15:43
MIxamo has an archer animation pack, it's called the light longbow pack, download them and then add them with FBX2GG, change the animation frames in the FPE and bingo.

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devlin
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Posted: 28th Jun 2016 16:32 Edited at: 28th Jun 2016 16:35
Belidos could you make a video tut to show changing animation frames in the fpe.
and what anims are relevant. and what are not needed for custom animation,
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Belidos
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Posted: 28th Jun 2016 16:42 Edited at: 28th Jun 2016 16:46
Quote: "Belidos could you make a video tut to show changing animation frames in the fpe.
and what anims are relevant. and what are not . needed."


To be honest I don't know specifically what is and what isn't needed, i'm sill learning myself. Basically what I do is I copy the FPE from the closest stock character to the one that I'm making (eg if it's a pistol character I will use the soldier FPE and script, if it's a medieval warrior with a sword I will use the Knight FPE and script from the fantasy pack etc), then edit it and replace all of the csi_ lines with the animation frames of my custom animations that come closest to the ones filled out in the original stock FPE. That way you know you have at least got all the animations you need.

There's only really two tips I can give you:

1. Unarmed1 and Unarmed 2 are meant to be punches and kicks, but I don't think any of the LUA scripts use them, but if you don't put anything in them it messes up your death and instead of dying and falling on the floor it will die and play the 0 frame animation, so stick an idle animation in there.
2. This is something Lee mentioned a while back, any of the csi_ references that are blank in the original FPE afe blank because the LUA script that character uses either doesn't use them, or has the frames for those animations already written in the script, so on custom characters, always put some frames in there from outside of your frame range, ie if the character has 500 frames, then put in each of the blank ones 501,502. That way it will override the LUA frames and stop it from playing some random out of place animation.


That's obviously for completely custom characters with custom animations of course, it's a bit simpler for character using the GG animations imported by this software.

All you need to do is put all the animations on as shown in Bored's video, then using the FPE for the stock character that is closest to the one you want just edit the top line (I forget what its called) to the name of your character, delete the texture from the texture line, and change the .x model name to the .x model you are using. As simple as that.

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Bored of the Rings
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Posted: 28th Jun 2016 16:50
Hi all, my voice is starting to come back (finally) so will make a video soon to show how to configure the FPE and import FBX anim frames.
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Belidos
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Posted: 28th Jun 2016 17:22
That's great, glad you're getting better, but don't hurt yourself trying to do a video, we can wait.

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Posted: 29th Jun 2016 01:50 Edited at: 29th Jun 2016 02:25
Quote: "Belidos could you make a video tut to show changing animation frames in the fpe.
and what anims are relevant. and what are not needed for custom animation,
"


I think Lee touched on that in one of the twitch broadcasts. I don't remember which one, though! If I run across it again I will try to remember to post it here. It's the most comprehensive explanation I've seen so far, and enough to go by.

EDIT: LOL, it was the most recent one, when he introduced the new/old characters!



Quote: "MIxamo has an archer animation pack, it's called the light longbow pack, download them and then add them with FBX2GG, change the animation frames in the FPE and bingo."


Now that you mention it, I think I've downloaded those. I've downloaded most of what they have, actually. Will give that a go, thanks! I'm working on an old west/19th century themed game. It's the first serious idea I've had for a game. I may just leave those GG animations on one Indian (Native American) for comic relief.
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devlin
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Posted: 29th Jun 2016 05:10
Belidos
thanks for the tips. will be helpful.
@ Bored of the Rings. i haven't purchased yet waiting for more info and possible video tuts .
i currently use iclone and 3d exchange for same thing swapping out animation between characters ,
and custom anims still would like to see a proper breakdown of the csi anims or a custom csi we can
easy edit for custom work. or see a custom lua script added to the hard coded one.
mabie someone could come up with a converter or program to easy edit anims with a visual viewer
outside of GG. for easy import of custom characters, mabie bypass the anims not needed or hard coded
breaking down the csi to a standard script . ie walk strafe run jump and shoot ect as most of the csi anims
are not used yet i imagine they will not be used for a while until more advanced work on the engine collision ect is done.
lee should have implemented this at the start, the hard coded scripts should have started out basic then run there course.
its nice to see what the animation could be like but sometimes to complicated to get a proper work around for non scripters.
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Bored of the Rings
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Posted: 29th Jun 2016 07:52
I think it will be worth re-watching twitch broadcast 53 again to refresh my memory and make some notes. Looks like Lee has worked extremely hard getting us over 130/140 or so characters into GameGuru and Elhumongo character looks awesome. Thanks Lee
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Belidos
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Posted: 29th Jun 2016 08:05
Quote: "would like to see a proper breakdown of the csi anims or a custom csi we can
easy edit for custom work"


This is a list of the csi commands that smallg helped me work out, hopefully it will help you too.

Any that say not used put a frame range outside of your character frames to avoid any randrom unrelated animations.


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Bored of the Rings
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Posted: 29th Jun 2016 08:12
thanks Belidos, saved me a load of time, much appreciated
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Belidos
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Posted: 29th Jun 2016 09:05 Edited at: 29th Jun 2016 09:25
Quote: "thanks Belidos, saved me a load of time, much appreciated "


No problem, I can't say that it's 100% accurate and doesn't have mistakes, but it seems about right by what I've seen so far.

I forgot to mention that al the csi_stood and csi-crouch commands are the armed ones, they work for all the modern weapons, however there are cs_shotgun, uzi, rpg, rifle commands too, they should match the armed animations and are obviously specific for those weapons, I assume (but i'm not sure) they're there for the uber soldier set which contains animations for all of them and the uber soldier script calls them depending on which weapon you've set it up with, but I don't know if they work or if it was something they thought about doing and only half implemented it.

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Posted: 29th Jun 2016 11:11 Edited at: 29th Jun 2016 12:20
I really know nothing about Characters and animating but I wondered if we could also use "Make Human" in the future as another option so I had a play with it .... http://www.makehuman.org/

I only had some success using the "cmu mb " rig ..... Then when in GG he was only 1 inch tall so I had to use the fpe to scale him ..
Ok .. admittedly he doesn't look very well .... But I think Rafhalzer might be able to see possibilities as another source for characters in the future ?

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Bored of the Rings
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Posted: 29th Jun 2016 11:25
yes, I actually quite like Makehuman and used it last year and imported into GG ok from what I recall. Not sure why I didn't carry on using it, probably got sidetracked onto other stuff. Think I will reinstall and have another go with it.
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Posted: 29th Jun 2016 14:26
I played with Makehuman a year or two ago as well. They can be animated in Blender using the CMU bvh files easily enough (I never did figured out how to append one .bvh animation to another in Blender, but can do it with notepad), but mine didn't work right in GG. I don't know if I had too many polys or bones or whatever. Perhaps I'll give it another go this weekend. I'm really enjoying getting more characters into GG.
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Posted: 29th Jun 2016 17:51 Edited at: 29th Jun 2016 17:52
me too, enjoying having more characters in GG. Currently adding "Sword and Shield" Mixamo FBX anims to the Pumpkinhulk character, and then aiming to have him completely scripted and FPE ready. There are some great animations in this pack and I want to use the power up animation to make him bigger and increase his health, will make a great boss maybe
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devlin
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Posted: 29th Jun 2016 19:46
Belidos thanks that list is what i was looking for this will help me a lot.
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Honkeyboy
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Posted: 29th Jun 2016 19:53 Edited at: 29th Jun 2016 22:23
Will this work with the dancing animations on mixemo? e.g i would like to get some sort of belly dancing entertainer working in GG, if so i'll grab it thx Edit: well one way to find out lol payment sent
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Bored of the Rings
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Posted: 30th Jun 2016 08:25
I don't see why not if the format is FBX.
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Posted: 30th Jun 2016 08:47 Edited at: 30th Jun 2016 09:14
TIP 1: If the program crashes while importing FBX anims (and even if it doesn't), you can continue to add animation frames to the characters you are working on. If you find the program keeps crashing then it may be due to mesh issues. Try putting it through the meshview program if you have it.
Simply copy the directx file over to C:/rtemp, rename it to "main_temp_meszka8925.x" (maybe make a backup of the one that's already there just in case). Open up FBX2GG and select file "restore after crash". Then select "edit-prepare skeleton for FBX animations", and continue to import anims.

TIP 2: If your character comes out deformed after importing into GG, use the Mixamo Decimator program and select between 20 and 100%. Decimator can be found here https://www.mixamo.com/decimator. You will need to log in using your Mixamo login details. For the Pumkinhulk character I used 95% and then re-imported the anims again but he was fine in GG but first came out like he'd gone through a cheese grator

TIP 3: If you don't want your character to use ragdoll but want to use the character's own death anim add this code to the _exit part of the LUA function:
(1) - turn off ragdoll in FPE or remove the ragdoll line totally from FPE

(2) - add this code:
function <my lua function>_exit(e)
PlayCharacterSound(e,"onDeath")
ai_soldier_state[e] = "dead"
ModulateSpeed(e,1.0)
CharacterControlLimbo(e)
SetAnimationSpeed(e,1.0)
SetAnimationFrames(469,584) -- <--change the frames to match your own character's death start and stop frames
PlayAnimation(e)
CollisionOff(e)
end
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Honkeyboy
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Posted: 30th Jun 2016 11:45
Ok i got my first dancer into GG only issues so far was the textures it saves them all separately so you end up with all black, and the skin looks a little odd (was she supposed to be growing a beard?) lol the dancing animations work in the tool but not had them running in GG yet
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Bored of the Rings
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Posted: 30th Jun 2016 11:55
@Honkeyboy-where did you save the textures? They should be saved in the same folder as the character .X file/FPE/BMP.
Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, SQL, PL-SQL, JavaScript, HTML, Darkbasic Pro (still love this language), Purebasic, others
Hardware: Dell Precision 490; AMD Radeon HD 7570; LG TFT monitor (widescreen). Wanting a new PC at some point.
Interests: Drumming, Saxophone, Art, Theatre, Music.
Belidos
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Posted: 30th Jun 2016 12:15 Edited at: 30th Jun 2016 12:18
Quote: "Ok i got my first dancer into GG only issues so far was the textures it saves them all separately so you end up with all black, and the skin looks a little odd (was she supposed to be growing a beard?) lol the dancing animations work in the tool but not had them running in GG yet"


1. If it's a mixamo/fuse character then it's meant to have multiple textures, you should have body, top, bottoms, eyes, eyewear, hair etc, bascally one for each component that can be changed in fuse, plus normal and speculars (hopefully Raf will add the ability to convert them into single texture atlases some time in the future).
2. When you are save out the textures, make sure you save them in the same folder as your .x model.
3. The model has all the texture references inside it, as long as the textures are in the same folder you don't need to add the texture to the FPE, so leave the line "textured = " blank, otherwise you will end up with black textures.

To me it looks like you've reference the body texture in the FPE instead of leaving it blank.

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Honkeyboy
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Posted: 30th Jun 2016 12:17 Edited at: 30th Jun 2016 12:21
Yes Mike they are all in the correct folder on GG import she is the right colours, in the editor shes black, maybe the fx settings in the fpe? im sure i'll find it lol anyways just to confirm *She now Dances* not quite on the script yet but shes dancing . @ Belidos ahh yeah cheers m8 was pointing at the dbo have pointed it to the .X and animations are now working so i'll re import see if it picks up the textures
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Belidos
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Posted: 30th Jun 2016 12:19 Edited at: 30th Jun 2016 12:37
Probably your biggest mistake then, DO NOT use the GG importer, you don't need to, its already GG ready, all you need is to write up the FPE and create a BMP, putting it through the importer will mess up the textures on multi-texture models.

You can use the importer really, but you have to fix the FPE after you have imported because it 1. references the .dbo instead of the .x, 1. adds a single texture line when you need it to be referenced from the model, and 3. doesn't add the animations.

Post your FPE here mate i'll see what needs changing.

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Honkeyboy
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Posted: 30th Jun 2016 12:24 Edited at: 30th Jun 2016 12:32
Here ya go m8, ive only got her set up with 1 dancing animation atm so im going to redo her with maybe 3-6 next and ok will try it that way next cheers Edit yep that worked m8 shes the right colours now
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Belidos
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Posted: 30th Jun 2016 12:31 Edited at: 30th Jun 2016 12:33
Yup, exactly as I said, you have got this line wrong:



multi-textured models have the list of textures already built in, if you put the texture in the FPE then it overides and uses just that single texture for all objects in the model, that's why it's messed up.

delete the texture from the textured = line and save it, that should fix the textures.

Also, you have the wrong shader (i'm at work atm and don't have GG to hand), I cant remember the exact name, of it but the line:


should be something like:



You might have to look at another characters fpe to get the actual shader name, I think that's right but I may be slightly out.

So your FPE should look something like this:


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Honkeyboy
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Posted: 30th Jun 2016 12:34
Nice one Cheers m8 will have a play and work on the script hopefully have it working soon
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Belidos
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Posted: 30th Jun 2016 12:44 Edited at: 30th Jun 2016 15:49
Quote: "Apparently, Mixamo animations are not compatible with ACG characters"


I think that's because of the naming convention for the bones, renaming the bones in a modelling program to match the Mixamo/Fuse bones should in theory make them compatible.

Hmn, I wonder if there's a python script for 3DS that converts ACG to Mixamo naming conventions, like the Mixamo to Bip script.

Alternatively you could download them from ACG, then upload them to Mixamo and rig them, then download them and put them through FBX2GG

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Honkeyboy
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Posted: 30th Jun 2016 12:45
Brilliant have her working off the script now as well sweet definitely recommend this tool thanks guys

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Belidos
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Posted: 30th Jun 2016 12:48 Edited at: 30th Jun 2016 12:50
Awesome, see how easily a single line will mess things up? Something so simple to fix

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smallg
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Posted: 30th Jun 2016 13:19
she looks better in black though
keep up the good work guys
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
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Belidos
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Posted: 30th Jun 2016 13:59
Quote: "she looks better in black though "


Actually I agree. the black hair, black clothing and darker skin, made her more defined. I find blonde, with pale skin, and light coloured clothing tends to wash together in GG.

i5, NV960 2GB, 16GB memory, 2x 2TB Hybrid, Win10.
i3 , Intel integrated graphics, 6GB memory, 512GB Generic SATAIII Win8.1.
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Q6600, Intel integrated graphics, 8GB memory, 512GB Generic SATAII, Win7.

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