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)
ai_soldier_state[e] = "dead"
SetAnimationFrames(469,584) -- <--change the frames to match your own character's death start and stop frames
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.