3rd Party Models/Media Chat / Custom Character Scale and animation issues?

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SgtBrown5
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Joined: 10th Mar 2010
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Posted: 6th Feb 2015 21:28
Ok, so I have this really cool clown with a baseball bat. I used both fragMOTION, and Mender 2.1 to get it FPSCR ready acording to another tutorial. But It loads in way to big, and none of the animations work. Also when I get really close, it sinks into the ground and keeps its back turned to me. It will also hurt me, but only if Im right next to/inside of it. but it cant move towards me either.

Any ideas?

SgtBrown5

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Pirate Myke
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Joined: 31st May 2010
Location: El Dorado, California
Posted: 6th Feb 2015 22:20
Root bone at 0,0,0, looks like the hip bone is at that location instead.
For the clown not facing you use fixnewy=180 in the fpe file.

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J_C
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Posted: 6th Feb 2015 22:37
SgtBrown5@

I had a similar issue with my character model... he sunk into the ground up to his knees... yours must be bigger.. he has sunk up to his butt.
My model was attached to the soldier Skelton and animations.. using fragmotion...
I used ischaracter = 1 in the fpe .. as I wanted it to use the AI..
In my case I think it is the ragdoll.. is fixed to the size of the soldier so my bigger model was forced into the ground..
I then used scale = 70 in the fpe file to make it smaller and he walked on the ground ok ... but a lot smaller...not very satisfying...

If you are not using the soldier animations then you will need to add the animations to the fpe file of your clown

Look at any soldier fpe file you will see a section at end of file..

;AIAnims
csi_relaxed1 = 900,999
csi_relaxed2 = 1000,1282
csi_relaxedmovefore = 1290,1419
....
... lots more...

1. copy this section to the end of your clown fpe file.
2. replace the animation with the numbers for your model ...
(I repeated walk/fidget anims all through the list just to get some animation. when I was testing )

I also saw Lee had some fantasy characters.. sunk into the ground on his blog .. so I hope is doing something to fix this...
not just scaling them all down to the same size as the soldier...
We need really big and really small characters in reloaded... not all characters the same size... very boring...
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SgtBrown5
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Joined: 10th Mar 2010
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Posted: 7th Feb 2015 05:36
Thanks guys for the response. I am new to LUA scripting and adding characters to fpscr. I think I got what I need to know.

But im not sure how I add this to the animation portion of the .fpe

do they all need csi_ in front of them?

Tpose,0,3
SwordShieldCharge,4,21
SwordShieldCombatIIdle,22,68
SwordShieldWalk,69,100
SwordShieldDodgeBackwards,101,132
SwordShieldDodgeToLeft,133,162
SwordShieldDodgeToRight,163,193
SwordShieldDuckBelow,194,224
SwordShieldParryFromStraightDown,225,293
SwordShieldSwordSwingHighLeft,294,325
SwordShieldSwordSwingHIghRight,326,357
SwordShieldSwordSwingStraightDown,358,388
SwordShieldLowLeft,389,418
SwordShieldLowRight,419,448
SwordShieldSwordSwingMidLeft,449,478
SwordShieldSwordSwingMidRight,479,508
SwordShieldSwordThrustHigh,509,539
SwordShieldSwordThrustMid,540,569
thsCharging,570,588
thsDodgeBackwards,589,618
thswDodgeToleft,619,648
thswDodgeToRight,649,678
thsDuckBelowHIghSwing,679,709
thsHighRight,710,739
thsParryFromStraightDown,740,769
thsParryLowLeft,770,799
thsParryLowRight,800,830
thsParryMidFront,831,860
thsParryMidRight,861,890
thsSwingHIghleft,891,920
thsSwingHighStraightDown,921,950
thsSwingLowLeft,951,980
thsSwingLowRight,981,1009
thsSwingMidLeft,1010,1038
thsSwingMidRight,1039,1068
thsSwordThrustHigh,1069,1092
thsSwordThrustLow,1093,1122
thsThrustMid,1123,1152
thsSwordWalk,1153,1181
WizardWalkHoldingStaff,1182,1226
GENjump,1227,1300
GENThrowing,1301,1399
GENNPCDissapointed,1400,1501
GENBoring,1502,1625
GENPointingA,1626,1679
GENShrugs,1680,1718
GENSneaking,1719,1764
GENHitFromBack,1765,1795
GENHitFromLeft,1796,1826
GENHitFromFront,1827,1857
GENHitFromRight,1858,1888
GENThinking,1889,1963
GENWarning,1964,2018
GENDyingB,2019,2054
IdleA,2055,2149

SgtBrown5
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J_C
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Joined: 9th Nov 2007
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Posted: 7th Feb 2015 16:17
We are all new to LUA and especially adding characters into reloaded... so we have to help each other
Learning all this stuff is part of the fun...

The way I am thinking the AIAnims section...
;AIAnims
csi_relaxed1 = 900,999
csi_relaxed2 = 1000,1282
csi_relaxedmovefore = 1290,1419

The csi_relaxed1 is a variable name that Lee's AI code will use to call the 900,999 animation frames...
So the trick is to identify an animation in your model that is similar to the soldier animation...
Like I said... I mostly put my Idle and Walk animations numbers in the list just to get some movement from my model..
From your list I would put
csi_relaxed1 = 2055,2149
csi_relaxed2 = 2055,2149
csi_relaxedmovefore = 1182,1226
Then repeat the 1182,1226 in rest of the list....

Remember I am only guessing all this..
no one has yet shown us any documentation of how these things work..
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SgtBrown5
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Joined: 10th Mar 2010
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Posted: 9th Feb 2015 05:46
Thanks! That makes a lot more sense now.

SgtBrown5
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