I have now tried out the new “
Public Preview” update and here is the success I have had so far, and how I achieved it.
I have now been able to get my old
fbx2gg models to function with all their animations (including walking).
Here is how I did it:
1 Make a new basic model in the GG “Character Creator”.
2 You might want to back up some of your old FPE files in another folder, in case you wish to refer back to them in the future. Open the FPE file from the new “Character Creator” model you just made. This can be done with notepad or notepad++ or whatever software you prefer to use.
3 On line 2 (of the FPE file) change the name to the fbx2gg model name you want to update (mine was “cowboy”).
4 If you are making the FPE file for an fbx2gg character, you can
delete lines 2 and 3 where it starts with the words “character creator”.
5 If you go down 2 more lines you should see the word “textured”, and if it's for the fbx2gg model, you can delete the terms Uber Soldier_D.dds
6 About another 8 lines down you should see that it says Model = Uber Soldier.x, and you can replace “Uber Soldier” with the name of your model (for me it was cowboy.x).
7 About 10 lines further down it states
;identity details and everything from that line down needs to be copied and pasted into all your fbx2gg models FPE files to replace all those old lines. This allows the model animations to work correctly with the new updates. You might want to make sure if your model is supposed to be armed or unarmed. You can make 1 of each in Character Creator and copy the correct FPE file to the right models.
This may be a bit of a task, especially for me, because I have a few dozen fbx2gg models, but this will make them work correctly with the new AI animation system update that GG has now been updated to.
You can click on the link below to see the video I have posted that shows what mine ended up looking like. Password = cowboy
https://vimeo.com/207656008
I hope this helps...
Update:
It looks like the civilian and wanderer scripts don't work so well yet... We might need to keep working on those. I end up with unarmed characters holding up their hands like they are carrying gun, but they don't really have guns.
Update:
I backed up an old version of civilian2 and wanderer2 scripts, and when I apply them to some fuse models, they seem to work okay. Those old scripts are likely around here in the forum somewhere.
I have noticed that, if you try to use a default script to make the fuse model stand in 1 place, they seem to get stuck in 1 pose as if they are a statue. Mine got stuck looking like he was pointing a gun, but he was unarmed.
It also looks like the old ai_neutral script has the same problem as the default script.
I also tried to put the appear script with the fuse model and they stood still like statues.