Product Chat / Animer 2.2 and Ragdoll stuffup

Author
Message
ozziedave
18
Years of Service
User Offline
Joined: 20th Apr 2006
Location: Australia
Posted: 16th Aug 2014 05:51
I have successfully converted NPC's from regular FPSC to reloaded.
They worked very well in Reloaded before the Ragdoll Death Animations
were incorporated into the new ReLoaded versions.

Now on Death my Characters arms and legs stretch out like spaghetti.

Have I missed something to rectify this problem, as The Game Creators
sell this product, I would expect a solution.

Cheers
PM
Scene Commander
Support Manager
16
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 17th Aug 2014 09:05
Hi,

Ragdoll has broken some Animar characters, we will be fixing this as soon as we can.

SC

i7-4770s 3.10ghz - Geforce GTX 650ti
LeeBamber
TGC Lead Developer
24
Years of Service
User Offline
Joined: 21st Jan 2000
Location: England
Posted: 18th Aug 2014 10:24
@ozziedave : Could you send me one such model and files to lee@thegamecreators.com and I will check it out. There is a flag to switch off ragdoll in the FPE for characters that rely on custom animations so there may be a quick fix for this.
JC LEON
14
Years of Service
User Offline
Joined: 22nd Apr 2010
Location:
Posted: 22nd Aug 2014 15:29
the same here... what I miss?

PC Specs:

Q9550@3,8GHZ - 8GB RAM - SVGA HD6870 1GB - HDD WD 1500TB
PM
henry ham
17
Years of Service
User Offline
Joined: 3rd Aug 2007
Location: way way out there
Posted: 22nd Aug 2014 16:12
Quote: "There is a flag to switch off ragdoll in the FPE for characters that rely on custom animations so there may be a quick fix for this."


hi lee can you give us more details of this please as i cant find it

cheers henry

Rafhalzer
GameGuru TGC Backer
12
Years of Service
User Offline
Joined: 14th Dec 2011
Location: Poland
Posted: 22nd Aug 2014 16:14
Be patient, Lee is working on it and will let us know what to do

Rafhalzer

ANIMER - Character Animations Editor.

Edit and create your own animations of FPSC characters.

Supports DirectX and DBO formats.
LeeBamber
TGC Lead Developer
24
Years of Service
User Offline
Joined: 21st Jan 2000
Location: England
Posted: 29th Aug 2014 21:40
Simply use RAGDOLL=0 in the FPE and it will not use ragdoll when the custom character entity dies.

PC SPECS: Windows 7 Ultimate 64-bit, Intel Core i7 920 (PASSMARK:5008), NVIDIA Geforce 9600 GT GPU (PASSMARK:752) , 6GB RAM

Rafhalzer
GameGuru TGC Backer
12
Years of Service
User Offline
Joined: 14th Dec 2011
Location: Poland
Posted: 1st Sep 2014 08:29
I used RAGDOLL=0 and nothing changed - a character is distorted.
Maybe I entered it in the wrong place in the FPE file?
How it should be done?

Rafhalzer

ANIMER - Character Animations Editor.

Edit and create your own animations of FPSC characters.

Supports DirectX and DBO formats.
JC LEON
14
Years of Service
User Offline
Joined: 22nd Apr 2010
Location:
Posted: 1st Sep 2014 08:38
Quote: "I used RAGDOLL=0 and nothing changed - a character is distorted.
Maybe I entered it in the wrong place in the FPE file?
How it should be done?"


same to me..
How it should be placed??

PC Specs:

Q9550@3,8GHZ - 8GB RAM - SVGA HD6870 1GB - HDD WD 1500TB
PM
Uman
GameGuru TGC Backer
20
Years of Service
User Offline
Joined: 22nd Oct 2004
Location:
Posted: 1st Sep 2014 14:33
I tried it too with the same result as others have with the vertex distortion result.
LeeBamber
TGC Lead Developer
24
Years of Service
User Offline
Joined: 21st Jan 2000
Location: England
Posted: 23rd Sep 2014 11:31
Another flag you can try is 'skipfvfconvert = 1' as the engine loader uses a process of converting the mesh vertex data into a standard FVF format, which can mess up some older legacy models, so using this flag might solve some issues for you.

PC SPECS: Windows 7 Ultimate 64-bit, Intel Core i7 920 (PASSMARK:5008), NVIDIA Geforce 9600 GT GPU (PASSMARK:752) , 6GB RAM

Rafhalzer
GameGuru TGC Backer
12
Years of Service
User Offline
Joined: 14th Dec 2011
Location: Poland
Posted: 2nd Oct 2014 09:14
After a very long analysis, I think that I know how it should be constructed a character to properly work with the FPSCR ragdoll system
If you have classic characters converted by Animer, use Mender 2.1 BETA1 to make them compatible with FPSCR ragdoll system.
Please report issues - I haven't tested all the classic characters.

Mender 2.1 BETA1 is attached.

Rafhalzer

ANIMER - Character Animations Editor.

Edit and create your own animations of FPSC characters.

Supports DirectX and DBO formats.

Attachments

Login to view attachments
cybernescence
GameGuru Master
11
Years of Service
User Offline
Joined: 28th Jan 2013
Playing: Cogwheel Chronicles
Posted: 3rd Oct 2014 16:43
Sorry Rafhalzer that beta doesn't work. Well not for me using the 'female explorer' character anyway.

It sort of leaves the head behind and the body distorts with the original and with the beta, the head distorts and leaves parts of the body behind with the stretching effect.

Thanks for trying to resolve - it would be great to have ragdoll and also be able to switch it off for some characters.

Lee's idea ('skipfvfconvert = 1' ) also didn't work for me.

Rafhalzer
GameGuru TGC Backer
12
Years of Service
User Offline
Joined: 14th Dec 2011
Location: Poland
Posted: 3rd Oct 2014 19:04
@cybernescence

Thanks for the info.
I have not tested yet this character.
I'll look into it soon.

I sent you PM - please look at this.

Rafhalzer

ANIMER - Character Animations Editor.

Edit and create your own animatio
cybernescence
GameGuru Master
11
Years of Service
User Offline
Joined: 28th Jan 2013
Playing: Cogwheel Chronicles
Posted: 4th Oct 2014 00:44
@Rafhalzer - success with the 'aiko' character!

Not sure exactly what process I was supposed to follow, but the way I could get this to work was to use the beta Mender on the already converted character (that was already processed and working great by

Login to post a reply

Server time is: 2024-11-22 13:26:11
Your offset time is: 2024-11-22 13:26:11