3rd Party Models/Media Chat / [STICKY] Game Guru Character Animations: FBX format.

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Scene Commander
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Posted: 18th Jul 2014 15:06 Edited at: 18th Jul 2014 15:50
Hi All,



For anyone interested I've attached the Reloaded character animations in FBX format.



They were exported using the 2011 version of the FBX plugin for 3ds Max.



SC

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henry ham
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Posted: 18th Jul 2014 15:34
Quote: "For anyone interested I've attached the Reloaded character animations in FBX forma"


not showing for me mate

cheers henry

Pirate Myke
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Posted: 18th Jul 2014 15:38
Not seeing the link or download either.

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Scene Commander
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Posted: 18th Jul 2014 15:50
Whoops... Fixed.

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Pirate Myke
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Posted: 18th Jul 2014 18:31
Thank you.

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unfamillia
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Posted: 18th Jul 2014 21:11
I use Blender and can't open this file. Standard FBX files, no problem, but, not this.

Is this the bip file with the animations attached?

I would love to be able to use this in Blender, if there is any way for your artist to export for us Blender users, I would be most grateful!

Cheers

Jay.

Jerry Tremble
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Posted: 19th Jul 2014 01:25
I think .fbx has a format update almost annually. I have some programs that may be able to convert it, I don't really know, never tried it. Will give it a shot this weekend, in case they don't come up with one for Blender. I'm sure there will be a lot of trial and error. More error than try, most likely. It always is for me when I try to move from format to format!


Don

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Jerry Tremble
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Posted: 19th Jul 2014 03:58 Edited at: 19th Jul 2014 04:19
Everything I imported this into chops off the head completely! I then realized that I had ripped the skeleton from the masked soldier some time back, however, I can convert into any common format and it will import into any of my programs that will accept said format (.fbx, Ms3D, .x, .ugh, .dae, .bvh, .dbo, .dae). Except Blender! Attached is the best I can do with Blender.



EDIT: Trying to attach again. Never done this before, don\'t know if there\'s anything more involved than browsing and uploading but not seeing it here...



Still not seeing it here, trying again...



I give up. Sorry!

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AuShadow
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Posted: 19th Jul 2014 10:29
@jerry, if you email me the files i will post them for you

nathanabel@hotmail.com

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J0linar
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Posted: 19th Jul 2014 17:23
A way to use the reloaded models in blender is to import it into fragmotion and export as hl2 smd. Those can be imported into Blender 2.69 by using Valves official smd tools for blender. Later you can rig your model zo the reloaded armature and export it by using these settings.

http://fpscrforum.thegamecreators.com/?m=forum_view&t=209275&b=8

http://j0linar.blogspot.co.at/



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Jerry Tremble
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Posted: 19th Jul 2014 17:25
Thanks, AuShadow! Just sent you an email with the dropbox link:

https://www.dropbox.com/s/lij72fo8a7v29mn/reloadedanims.blend

(for anybody else that wants to mess with it) I must emphasize that's the best I could get to work in Blender. The skeleton is scaled wrong, but the animations appear to be intact. (I didn't watch all 6000 frames)

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Jerry Tremble
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Posted: 19th Jul 2014 17:28
Thanks, Jolinar! LOL, you posted just as I was sending the link to AuShadow and posting here! Will try that later today, have things I need to do in the meantime!

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Jerry Tremble
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Posted: 19th Jul 2014 18:16
https://www.dropbox.com/s/hcqr7i8hkhbqnr9/reloadedanims2.blend

(had a little time to try it while I ate breakfast!) Here is the second attempt using Jolinar's method. It looks like it's a much better skeleton although the facial bones still are out of scale. All I can say is I wish Jolinar was around last night when I was messing around with this!

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J0linar
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Posted: 19th Jul 2014 19:16
Regarding the facial bones, just re-weight the odd looking verts, it should fix the issue. Btw using this approach you can reuse Reloadeds animations for first person weapons as well.

http://j0linar.blogspot.co.at/



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Jerry Tremble
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Posted: 19th Jul 2014 19:19
Still at it! Here's the one Scene Commander uploaded, I guess there simply aren't any facial bones on that skeleton, it's just different than the one I ripped earlier! Anyway, it turned out much better, and should be usable from the start:

https://www.dropbox.com/s/0evsk663jgn4hcc/reloadedanims3.blend

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Jerry Tremble
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Posted: 19th Jul 2014 19:21
Thanks again, Jolinar!

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AuShadow
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Posted: 19th Jul 2014 22:01
Awesome I will try and attach to the forum when I get home from work (just heading there now )

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Scene Commander
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Posted: 20th Jul 2014 16:46
Hi Guys,

Sorry, late again to the party. If there are any issues, please let me know and I'll update the first post if required.

SC

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rolfy
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Posted: 28th Jul 2014 00:18 Edited at: 28th Jul 2014 00:24
Is there an animation list for the above? don't need the animations just the list and frames number start/end



It can be difficult to be specific with viewing frames only where an animation starts and ends if you want to create your own.

A funny thing happened on the way to the forum...
MXS
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Posted: 30th Jul 2014 00:19
here is the animation rolfy.

1=ALL ANIMATIONS:0:5500
2=Mouth_Phenomes:0:20
3=PISTOL_IDLE_READY_1:100:205
4=PISTOL_IDLE_READY_2:210:318
5=PISTOL_IDLE_READY_3:325:431
6=PISTOL_IDLE_READY_4:440:511
7=PISTOL_RELOAD:515:605
8=PISTOL_SIDESTEP_LEFT:610:640
9=PISTOL_SIDESTEP_RIGHT:645:676
10=PISTOL_WALK_FORWARD:685:707
11=PISTOL_WALK_BACK:710:735
12=PISTOL_WALK_LEFT:740:762
13=PISTOL_WALK_RIGHT:765:789
14=PISTOL_RUN_FORWARD:795:811
15=PISTOL_RUN_LEFT:815:830
16=PISTOL_RUN_RIGHT:835:850
17=PISTOL_STRAFE_LEFT:855:871
18=PISTOL_STRAFE_RIGHT:875:892
19=PISTOL_IDLE_RELAXED1:900:999
20=PISTOL_IDLE_RELAXED2:1000:1282
21=PISTOL_WAYPOINT_RELAXED:1290:1320
22=PISTOL_WAYPOINT_VIGILANT:1325:1419
23=PISTOL_STARTLED:1425:1465
24=PISTOL_WAVE-FORWARD:1470:1520
25=PISTOL_PEEK_RIGHT:1525:1573
26=PISTOL_PEEK_LEFT:1580:1623
27=PISTOL-STAND-TO-CROUCH:1630:1663
28=PISTOL-CROUCH-IDLE1:1670:1819
29=PISTOL-CROUCH-IDLE2:1825:1914
30=PISTOL-CROUCH-RELOAD:1920:2010
31=PISTOL-CROUCH-STRAFE-LR:2015:2072
32=PISTOL-CROUCH-STRAFE-FB:2075:2131
33=PISTOL-CROUCH-RUN:2135:2153
34=PISTOL_ROLL-TO-CROUCH:2160:2216
35=PISTOL-ROLL-TO-STAND:2225:2281
36=PISTOL-VAULT:2290:2334
37=PISTOL-MELEE:2340:2382
38=GEN_GRENADETOSS:2390:2444
39=GEN_IDLE1:3000:3100
40=GEN_IDLE_CONVERSATION:3110:3420
41=GEN_IDLE2:3430:3697
42=GEN_CHAIR_SITTING:3710:3862
43=GEN_WALK:3870:3900
44=GEN_RUN:3905:3925
45=GEN_TREADSWIM:3930:4015
46=GEN_LADDER_ALL:4110:4255
-Ladder Start:4110:4123
-Ladder Climb Loop:4125:4225
-Ladder Dismount:4230:4255
47=PISTOL_CROUCH-WAVEFORWARD:2460:2510
48=PISTOL_CROUCH-GRENADETOSS:2520:2555
49=GEN_SWIM:4030:4072
50=PEEK_CORNER_GRENADE_RIGHT:2570:2668
51=PEEK_CORNER_GRENADE_LEFT:2680:2778
52=GEN_CONVERSATION_EXPLAIN:4260:4464
53=POINT_FORWARD:4470:4535
54=POINT_RIGHT:4540:4605
55=POINT_LEFT:4610:4675
56=POINT_BACK:4680:4745
57=GENERIC_DEATH:4800:4958
58=IMPACT-FORWARD:4971:5021
59=IMPACT-BACKWARD:5031:5090
60=IMPACT-RIGHT:5101:5160
61=IMPACT-LEFT:5171:5229
62=IMPACT-CROUCH-FORWARD:5240:5277
63=IMPACT-CROUCH-BACK:5290:5339
64=IMPACT-CROUCH-RIGHT:5350:5395
65=IMPACT-CROUCH-LEFT:5409:5466
66=DOOR-BREACH:5511:5553
67=STAIRCLIMB-WALK:5600:5768
-stair climb start:5600:5614
-stair climb loop:5615:5645
-stair climb end:5735:5765
68=STAIRDESCEND-WALK:5800:5965
-stair descend start:5800:5815
-stair descend loop:5835:5875
-stair descend end:5935:5965
69=PISTOL-MELEE-2:6001:6040

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rolfy
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Posted: 30th Jul 2014 20:47
Thanks I know the list was in early beta's but seems missing now.

A funny thing happened on the way to the forum...
Gtox
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Posted: 11th Aug 2014 06:38
How are we allowed to use these animations? Personal use only, in commercial games, in characters sold in the store?
Jerry Tremble
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Posted: 13th Aug 2014 01:55 Edited at: 13th Aug 2014 01:56
I believe you can use those animations in commercial games and in characters sold in the store since that skeleton is integral to the engine, at least at this time. Somebody please correct me if I'm wrong! And of course, you can use them and pretty much anything else for personal use. What you do on your computer is only between you and the NSA, as well as anyone else who may be spying on you.

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JC LEON
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Posted: 13th Aug 2014 11:09
Quote: "
What you do on your computer is only between you and the NSA, as well as anyone else who may be spying on you.
"


spotted!! LOL

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Scene Commander
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Posted: 14th Aug 2014 09:59
Quote: "How are we allowed to use these animations? Personal use only, in commercial games, in characters sold in the store? "


You can use the skeleton for personal use, in commercial games and for characters sold in the store, so all of the above.

SC

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Gtox
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Posted: 14th Aug 2014 12:58
Thanks - useful to know.
Old Larry
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Posted: 21st Mar 2015 16:57
Something news here ?
BTW: better to put directly the .x file ...
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HarryWever
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Posted: 22nd Mar 2015 21:15
Is it possible that we can get a biped version for 3ds?

Cheers

harry
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Pirate Myke
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Posted: 22nd Mar 2015 21:44
There are ways of getting that biped from FBX format back to a new Biped. Retargeting. Bond1 touched on this in the getting it ready for ragdoll video. Did you happen to see that one?
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HarryWever
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Posted: 22nd Mar 2015 22:14
Yes i saw that one, but he started allready with a biped version.

The fbx version you can download is different in bones.
To begin with is the fbx version 180 gr rotated and facing the other direction and completly different with bones
I followed his video several times, tried to do the same with the other version, but the result is almost good, until you come to the fingers and bake the anim to that. then the fingers go up high and don't follow the hand anymore.

But i will check if i mis something..

Gr
harry





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HarryWever
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Posted: 22nd Mar 2015 23:36
It would be quicker to set free, a good biped version, so that not everyone has to make his one.
Harry
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Pirate Myke
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Posted: 22nd Mar 2015 23:51
Yes it would, But FBX gives all a chance to try it and practice.

But the bipeds are evolving also right now.
Which make this no more then a practice exercise in reality. And there is some fixing to do with them as you have seen.

If you don't want 100's of animation sequences, it might be faster for you to animate the ones you want and adjust the scripts. Therefor, being able to use a fresh new biped, to control your character.

But you need to ask if you want to be waypoint controlled or range controlled. and put in the needed animations.
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