3rd Party Models/Media Chat / distorted animated model

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Lafette II
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Posted: 11th Apr 2018 09:30
Hi...

I found a top model in the net. However, it does not want it as I would like it. Of course, I had to edit it, select the animations, etc. In gameguru it does not look good, very distorted. Well, it works without error with fragmotion and ... Milkshape. So far, I've actually gotten everything with the 2 programs down here I do not know what it is. It looks like there are a few vertices wrongly positioned on 3 legs. However, according to Frag and milks, this is not the case. Can someone help me with that? It would be a pity, the model looks really good. Many Thanks...



Andreas
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GraPhiX
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Posted: 11th Apr 2018 09:49
Hi Lafette II have you tried skipfvfconvert = 1 in the .fpe ?
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granada
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Posted: 11th Apr 2018 10:33
Also check the show unassigned vertices button in fragmotion looks like a couple are not assigned to a bone

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Belidos
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Posted: 11th Apr 2018 13:19 Edited at: 11th Apr 2018 13:21
You can also try using the program called Mender, this as specifically designed to fix and adjust various bone and skin weight issues in .X models and makes them ragdoll compatible for GameGuru. It fixed a similar issue i had with some characters.

https://forum.game-guru.com/thread/210022

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Lafette II
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Posted: 11th Apr 2018 17:32
hi...

First of all thanks for the quick replies. Unfortunately I could not solve the problem. Finally, in milkshape, I had assigned the spider feet to the respective joints, and saved them as ms3d. Then again with fragmotion open (everything looked good again) and exported as x. The result was the same as before. I do not know any further now. My big problem in general is my catastrophic English language skills. I have to try a lot to eventually come to a conclusion. This extends the work process very quickly and frustration arises. I thank you all for the quick help ... now later (hopefully)
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cybernescence
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Posted: 11th Apr 2018 20:30
Has it got more than 60 bones?

If so you’ll have to remove some and reallocate the Verts to those that remain.

It’s tedious but works in the end but can lose some fluidity of movement with the animation depending on how many you have to delete.

Cheers.
Lafette II
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Posted: 12th Apr 2018 12:02
hi guys

Now I am happy ... I got the spider. I have reassigned all vertices of the legs to the respective joints in milkshape, although they were already fixed, then saved everything in ms3d and finally put it in fragmotion as x. Yup, the old ham did not disappoint.

@cybernescence The spider has a total of 73 bones. It's okay. It is always difficult to read them properly

thanks to all
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Belidos
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Posted: 12th Apr 2018 13:15
Quote: "The spider has a total of 73 bones"


GameGuru is limited to a maximum of 63 bones (unless Lee has figured out how to increase this with the DX11 update) per entity, that doesn't mean you can't have more bones, but it does mean that there may be issues at some point.

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Lafette II
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Posted: 12th Apr 2018 14:42
I've counted it through again and again, it's actually only 66, I've probably counted a row twice. On top of that, I also found out that I probably do not need my feet anymore, leaving only 58 left ...
I will remove it
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Pirate Myke
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Posted: 12th Apr 2018 16:10
The restriction is 63 bones per individual mesh.
If there are multiple meshes such as a mesh for body and individual meshes for leg segments, then you could see more bones then 63 in a model and function fine in game guru.

So it all boils down to how the mesh was made and how it was rigged.
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