Product Chat / Animation with bones dont play

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Team wolf
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Posted: 15th Jan 2017 15:53
I made this simple cylinder with 2 bones in blender the only thing it does is bend but i canot play the animation in game guru
in assimp viewer the animation plays normaly.here the .x file if can someone can figure what is whrong please?

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Pirate Myke
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Posted: 15th Jan 2017 16:23
Can you paste your fpe file into the post please. I see the animation in assimp, but the bones are meshes instead of being seen as bones.

Which shader are you using?

Can you please post complete info when making these threads.

Thanks.
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Team wolf
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Posted: 15th Jan 2017 19:46
here is the fpe
and the shader is effectbank\reloaded\character_basic.fx

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Pirate Myke
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Posted: 16th Jan 2017 04:54
ok a few things. For a shader to know what textures to use you need to use the right naming convention.
The texture that is called in the fpe file represents the diffuse texture.
Naming like so:
texturename_D.dds or .tga or.png

By this format the shader knows to look for
texture_N.dds and texture_S.dds The normal and specular.

May I suggest a read thru this file in the Game Guru/docs folder.
Importing models into GameGuru.pdf

Now that brings me to the x file or DBO as the FPE file was calling.
Game Guru does not like the animation ranges to be labeled into different ones.
It likes one string of all the animation files.

Default animation, that Game Guru expects:



The animation you intended to have Game Guru use.



So I have a fixed x file attached below.

In fragmotion I deleted the default empty animation section and exported the xx file out for use. This one will work in Game Guru. Have your fpe, bmp, and 3 textures in the same folder to work.
Again if this dont work with the character shader, switch it to the entity shader instead. The meshes that you are using for bones, are shown as meshes. The character shader may not pick these up.

What the FPE file should look like:

;Saved by FPSCR Object Importer v1.000
;header
desc = animtest

;visualinfo
textured = AmmoBox_D.dds
effect = effectbank\reloaded\entity_basic.fx
castshadow = 0
transparency = 0

;orientation
model = animtestFix.x
offx = 0
offy = 0
offz = 0
rotx = 0
roty = 0
rotz = 0
scale = 100
collisionmode = 99
defaultstatic = 0
materialindex = 0
matrixmode = 0
cullmode = 0

;physics shapes
physicscount = 1
physics0 = "0,38,183.240493774,38,0,0,0,0,0,0"

;identity details
ischaracter = 0
hasweapon =
isobjective = 2
cantakeweapon = 0

;statistics
strength = 25
explodable = 0
debrisshape = 0

;ai
aimain = default.lua

;spawn
spawnmax = 0
spawndelay = 0
spawnqty = 0

;anim
animmax = 1
anim0 = 0,50
playanimineditor = 1

Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit, Screen resolution 1680 x 1050.

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Team wolf
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Posted: 16th Jan 2017 05:28
Thanx for the info what program you are using in the images?
i was using the character shader becouse i thought was the only one that support animation.
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Pirate Myke
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Posted: 16th Jan 2017 06:08
That is fragmotion
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit, Screen resolution 1680 x 1050.

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