Third Party Tools / Interchangeable weapon HUDS using Fragmotion-anyone want a tutorial?

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Bored of the Rings
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Posted: 18th Jul 2017 07:37 Edited at: 18th Jul 2017 10:11
Hi,

I got asked recently to change a knife into a baseball bat but keeping the knife HUD / animations.

Would anyone be interested in a tutorial on how to do it in Fragmotion?
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Belidos
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Posted: 18th Jul 2017 07:52
Yes please mate, very much so, fragmotion is something i just haven't been able to get the hang of, blender no problem, but fragmotion remains a mystery to me, i still haven't worked out how to even turn the camera around in it, so it would be very much appreciated.

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Bored of the Rings
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Posted: 18th Jul 2017 08:00 Edited at: 18th Jul 2017 08:03
@Belidos-that's great. Yes I know what you mean, actually for me it's the other way around FM seems to be easier for me , but with Blender I had to make a notepad list of the key shortcuts, but got used to remembering them if used regularly.

And I recall ages ago I meant to make a video on how to make your own HUD in Blender from a human mesh. Wow , that was a long time ago. I need to refresh my memory on that.
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Posted: 18th Jul 2017 10:22
I would also be interested please I have had fragmotion for quite a while now but only started using it 2 weeks ago, I have done some basic animations but would love to see how to do things properly
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Bored of the Rings
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Posted: 18th Jul 2017 10:56
@GraPhix-That's great-I will organise myself and do a video, although I don't claim to be an expert on FM.
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Posted: 18th Jul 2017 10:59
Put me down to .

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Posted: 18th Jul 2017 11:25
@Dave-good stuff, video will be uploaded on this thread. Hopefully tonight after I take our cats to the vets or tomorrow.
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Posted: 18th Jul 2017 11:27
Yes pls
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Posted: 18th Jul 2017 13:39
@Slaur3n-cool, the more the merrier, makes it worth doing if there are quite a few people interested.

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Bored of the Rings
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Posted: 18th Jul 2017 22:22 Edited at: 18th Jul 2017 22:23
ok, so this was the fantasy knife HUD, but changed to EAI wooden bat but keeping the knife HUD animations and playing around with textures.

Draft videos done to remind me what I did and plan to record proper vid(s) tomorrow.
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Jerry Tremble
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Posted: 18th Jul 2017 23:58
I would definitely be interested as well. FM is also a bit of a mystery to me! Thank you for everything you do!
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Posted: 19th Jul 2017 00:06
I am interested also. Thanks.
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Posted: 19th Jul 2017 18:12
First Part of the video tutorial will be uploaded shortly......
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Posted: 19th Jul 2017 18:20 Edited at: 26th Jul 2017 15:12
GameGuru - Interchangeable weapon HUDS using Fragmotion - Part 1 (actually part 2 is a better alternative-see further posts below)

Part 2 to follow....

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Posted: 19th Jul 2017 19:05
Thank you. Very informative.
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Posted: 20th Jul 2017 13:09
thanks Myke, 2nd part to come soon, I'm seeing if there is a better way to do the next process before lunging into making a video

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Posted: 20th Jul 2017 15:11
Thanks for this BOTR, really really useful and easy to follow! Was never able to get a hang of fragmotion, only really used it for correcting models before, this is very useful indeed!
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Posted: 20th Jul 2017 15:24
Thanks Johno15- Glad it will be of use, but there is still more to come.......
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Posted: 20th Jul 2017 17:09
Brilliant thank you so much for taking the time to do this
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Posted: 20th Jul 2017 19:32
Nice one mate,I will watch both on my computer when the other one is done.interesting to me as I am playing with weapons at the moment.

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Posted: 20th Jul 2017 21:08
thanks guys....

if you want to see in Fragmotion how the model will appear in GameGuru wothout having to run GameGuru, change the line in the screen.txt file in fragmotion install folder to:

renderD3D9.dll

close FM and restart.

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Belidos
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Posted: 20th Jul 2017 21:10
Very good and very easy to follow, thanks mate, very much appreciated.

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Posted: 20th Jul 2017 21:54
Quote: "if you want to see in Fragmotion how the model will appear in GameGuru wothout having to run GameGuru, change the line in the screen.txt file in fragmotion install folder to:

renderD3D9.dll

close FM and restart."


Please be aware that sometimes FM mirrors your model but when you export it the model is the correct way around even with the D3D.dll it has caught me out a couple of times does not do it with all models it seems to be just the high poly ones
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Posted: 21st Jul 2017 05:16
Super useful, looking forward to part 2.
I have some nice melee animations (like the EAI Katana) that would look good being used for a baseball bat or something similar.
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Posted: 21st Jul 2017 06:55
thanks all...
I have found a better / alternative way of doing this, so watch out for the next video.... sorry for the delay, very busy time all round....

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Posted: 21st Jul 2017 13:54
not part 2 yet, but how the baseball bat comes out in GG after removing the excess knife mesh and retexturing:
notice I haven't scaled the bat but did change the FORWARD= parameter in GUNSPEC.txt from 6 to 8.


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Posted: 22nd Jul 2017 09:25
GameGuru - Interchangeable weapon HUDS using Fragmotion - Part 2

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Posted: 22nd Jul 2017 12:18
Great catch them later,the wife has me decorating at the moment

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Posted: 22nd Jul 2017 18:48
Hi BOTR ,
thank you for this, I think I have done it but I have no clue how to get it into GG the jetpack was a hud layer, how do I assign the hud?
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Bored of the Rings
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Posted: 22nd Jul 2017 19:19 Edited at: 22nd Jul 2017 19:38
you need to use ishudlayer = <hudlayer name> in the FPE file and have the .X file in the hudlayers folder in gamecore. Have a look at the jetpack entity FPE and .LUA script etc and the gamecore hudlayers folders for the jetpack.
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Posted: 22nd Jul 2017 19:49
err don't think I know what I am doing lol this is not right lol
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Zero_HP
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Posted: 23rd Jul 2017 02:43
Great tutorial, thanks for the info dude.
Just a couple of questions if you don't mind:
1: When using the EAI Katana, when I load it into Fragmotion it comes up as the hands holding the sword, not like it was in your vid (2 arms next to each other and the weapon between them). I'm still able to follow along with your vid, but when it comes to merging the other weapon in it doesn't line up correctly with the hands. It's a little bit in front of them. is there any way to adjust the position of the weapon?
2: I have a lot of weapons that when imported into Fragmotion are (as far as I can tell) all one mesh, so the arms and weapon aren't separate. Is there any way to separate them, or are they pretty much locked together?
Here are a couple of pics to illustrate my points. Hopefully it's a simple fix to both
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Zero_HP
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Posted: 23rd Jul 2017 02:44
Forgot the pic of the unaligned hand/weapon...
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Posted: 23rd Jul 2017 03:43 Edited at: 23rd Jul 2017 03:48
And entirely just because I was wondering, but would it not be possible to swap around character animation in Fragmotion too? So say you had an FPSC model (that had been ran through entity welder), could you add the GG Soldier animations to it so it would work with the GG soldier script?
Probably not or people would be doing that already, but it was just a thought I had and wondered if it was possible
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Posted: 23rd Jul 2017 04:48
To answer my own last post: Yes. Kind of.
I've managed to swap out animations in Fragmotion, pretty much following the BOTR HUD swapping vid. In FM the animations play out on the new model fine, he runs around, shoots, walks up steps like the soldier models. I can't seem to get it to work in GG though and the model is just super glitchy when I try attaching the soldier script to it. I even tried it with a zombie animation set, but same story, very glitchy in GG.
I don't really know what I'm doing though, so if anyone knows how to get that working, it would be really appreciated if you could throw some tips my way
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Posted: 23rd Jul 2017 06:40 Edited at: 23rd Jul 2017 06:52
Okay, one step closer. i realised I had to make a new FPE for the converted FPSC character entity.
The animations are still screwy, but in GG the model holds the gun listed in the new FPE and shoots at me when I get in range, so I think I'm on the right track?
The FPE is just a copy of the soldier FPE (the soldier that I copied the animations from), with entity names changed and such. So theoretically it should work..but it doesn't quite

--Edit
Bingo Bango, got it working. I was using the wrong FPE as I'd merged slowzombie anims into the model. It works fine now I'm using the right one though (with a few minor glitches depending on the model). I now have steampunk robot zombies
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Bored of the Rings
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Posted: 23rd Jul 2017 09:05 Edited at: 23rd Jul 2017 09:19
@Zero_HP: good stuff, glad you got it working....

@Graphix: I'm testing your joysticks out now.... will let you know if I got it working or not, unless you already have....

[update -- got joysticks to work- a black square is showing and the textures look strange but it works... you need to change the name of your .X file to Jetpack9 ie. backup the jetpack files and/or rename them to something else..... I forgot the jet pack is hard coded...... I thought the lua scripting side had been opened up...looks like not]
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Posted: 23rd Jul 2017 17:57
Still not fixed the weapons issues if you have any tips on how to correct that
Also I'm trying to attach the M2M Drone to the Imp Ally skeleton (so i can have a drone ally). I tried assigning selected vertices to the head bone of the imp, but the drone still sits at the feet of the skeleton. any idea how I'd move it up to the imp head position?
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Bored of the Rings
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Posted: 23rd Jul 2017 18:38 Edited at: 23rd Jul 2017 18:39
Yes I don't think it's possible to separate the mesh you would need to edit and vertices and/Or faces to remove anything you don't want .

You can reposition meshes using the transform options
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Posted: 23rd Jul 2017 19:51
Thank you BOTR I will have another look in the morning, that black square was a plane in the original jetpack9 I will delete it and see if it still works, the textures look as thought its just using the normals, trust me pick something not straight forward
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Posted: 23rd Jul 2017 20:13 Edited at: 23rd Jul 2017 20:15
Also in the gameplayercontrol...lua script there is reference to the jetpack...you might want to have a look at that if you want to see how the jetpack is controlled
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Posted: 24th Jul 2017 17:04
Hi BOTR, thanks for your help on this, I am really struggling to get it to work not giving up yet though will try again later
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Posted: 24th Jul 2017 17:21
@GraPhix-If you want I can put some instructions together on how to get the basics working i.e. at least flying around woth your joysticks
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Posted: 24th Jul 2017 17:36 Edited at: 24th Jul 2017 17:40
Quote: "@GraPhix-If you want I can put some instructions together on how to get the basics working i.e. at least flying around woth your joysticks"


lol that's just it I don't want to fly they are for the Moose Cockpit, forward, backward, point up, point down, thumb press left for rockets, thumb press right for guns ;(

I have a basic HUD I'm just trying to refine it

The Jetpack9 hands are perfect for what I want, but I think I will have to have a look at either other hands or back to my own original hands and work out some elbow joints lol
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Posted: 24th Jul 2017 18:50
ah well that's simple enough.....
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Posted: 24th Jul 2017 20:06
LOL I wish

on a side note I have now spent hours in FM and it is worth every penny there is one thing I have not worked out yet and that is saving my rigs,

is there anyway of saving a rig that I setup and using it again with another model, I know I am doing it wrong because I seem to be making the same animation time and time again, if I could export my door rig for instance I could apply it to any door I do,
at the moment I am doing them one by one.

what am I missing in my workflow does anyone know how to export a rig as a template?
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Bored of the Rings
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Posted: 25th Jul 2017 11:12
yes you can export out rig as a template I did it for many mixamo chars. If I get some spare time, will show how although there might be some youtube videos that also show you how to do it and/or the FM forums. Worth checking out. And you can add LUA scripting too.
Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, C#, VB, SQL, PL-SQL, JavaScript, HTML, Three.js, Darkbasic Pro (still love this language), Purebasic, others
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GraPhiX
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Posted: 25th Jul 2017 14:36
Thank you that would be brilliant
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GraPhiX
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Posted: 25th Jul 2017 14:54
some progress

now to try and change the code with a new script uhhggg

Welcome to the real world!
Windows 10 Pro x64 - Core i7-2600K @3.40GHz - 32.0GB RAM - GeForce GTX 950 2GB - 4x500GB SSD Striped
Bored of the Rings
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Posted: 25th Jul 2017 17:25
this is looking good, great job
Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, C#, VB, SQL, PL-SQL, JavaScript, HTML, Three.js, Darkbasic Pro (still love this language), Purebasic, others
Hardware: Dell Precision 490; AMD Radeon HD 7570; 12GB.
FPSC to GameGuru Tools: AutoWelder/SegAutoWelder, Entity+Weapon Welder, FPEtoBAT

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