Free Models and Media / [SOLVED] Import custom fbx characters into GG..help please-..

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JC LEON
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Posted: 8th Sep 2019 00:33
Hi I saw a guide about Import characters from OLD FUSE MIXAMO to GG (tutorial) and it's great.. as far you know is it a full owrking system?? btw form what I understood making this way model will use the standard set of GG built in animation right?? waht about i evnetually have a character with it's own animations ?
https://forum.game-guru.com/thread/220352

I tried tonight to import Jill form mixamo with the stnadard idel anim.. simply select the character and the anim and downlaoded it in .fbx format..but when it try to import it .. it takes forever and doesnt import anything and i need to restart GG

and definitely could please someone link me a complete guide how to import custom fbx characters (with its own anims) into gameguru
i have tons of unity 3d purchased characters and really would to use them

many thanks for your time

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osiem80
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Posted: 8th Sep 2019 02:18 Edited at: 8th Sep 2019 03:17
I used fragmotion 4 that, just import the fbx file and export as x file 4 GG
4 the own animations check in fragmotion the frames and set them into the fpe file of the character.
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JC LEON
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Posted: 8th Sep 2019 07:18 Edited at: 8th Sep 2019 07:18
thanks for your reply .. but this way can i import every fbx animated character i want?

seems simple but i really now it doesnt..
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osiem80
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Posted: 8th Sep 2019 08:49 Edited at: 8th Sep 2019 09:27
Quote: "but this way can i import every fbx animated character i want?."

No, there is somethimes a message "version 6000 unsupported, must be 7100 or higher" but i guess u use the models from the new version.
I downloaded this one animated model quickly as a example
https://downloadfree3d.com/3d-models/weapons/military-weapons/animated-army-pilot/
Its just to show u thats work, so i dont scaled the model down and dont seted the anim frames, but it reacts 2 the player, move around.

Quote: "seems simple but i really now it doesnt.."

I dont know witch models u want 2 import but i guess its so simple as with that army pilot, if u dont try
you won't find out.
EDIT: i tried it with a few models from clara.io and fragmotion crash 4 some reason, but then i tried it with blender and it works perfectly.
U can download the models from this site as blend files or fbx files and then import them to blender, works as well 2.Then export it as x, thats it.
Send me the model that u want in GG and i see what i can do.
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JC LEON
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Posted: 8th Sep 2019 10:25
hi and thanks for you effort and hlep
can you please describe t ome the passages to import the model you linked

i'm tryng to do the same and downlaoded the model for mthe site extraced it and lauched the GG import model tool .importer seems to work and i seed the reference GG model but not the model downlaoded ...
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osiem80
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Posted: 8th Sep 2019 12:45 Edited at: 8th Sep 2019 13:11
I dont use the GG importer, believe me its much easier to use fragmotion or blender 4 that.

1.Download the model and put the texure files body01.png, head.png, m4tex.png with the ArmyPilot.fbx in one folder(name the folder 4 example armypilot)
2.Download fragmotion http://www.fragmosoft.com/fragMOTION/fragmotion_135.zip
3.Open fragmotion go to File-IMPORT and select the ArmyPilot.fbx

4.After importing the model, go again to File and then EXPORT, select Direct X(.x)

5.Name it armypilot.x and save it in the same folder where the 3 textures are, let fragmotion be opened, dont close it.
6.Move the armypilot. folder to the directory of your GameGuru, then- files/entitybank/user
7.Go to entitybank/characters and copy the fpe file from a character, lets say Combat Soldier.fpe
8.Paste it into the folder from your model, so files/entitybank/user/armypilot
9.Rename the fpe file in your folder to armypilot.fpe and open it
10.Edit the file , change all this

into this

leave the texture line and the haseweapon line empty, the scale "50" is just a example, if the model would be 2 small in the test level try to set it at 70 later,save and close the fpe file.
11.Your folder with the model should look like this

Now u can use the model in game guru, in the editor go to new entity-user-armypilot the model is there
If u want all the animations that the model contains work 4 GG u have check the animation frames in fragmotion, thats why i told u dont 2 close fragmotion.

put the frames from the anims that u want to the fpe file of the armypilot

If u learned c++ and unity i guess u know what and how 2 do it, should be not problem 4 u.
Remember its only a example from me, the soldier would not be shoot at u cuz he needs a hand-bone and a weapon added.
All the other fbx models from clara.io i wanted 2 open in frag doesnt work, the pogram crash.
U can use blender 4 that Jill model from mixamo, same concept as with frag but blender needs extra an x export plugin installed.
Maybe seems difficult but isnt, i done that all in less as 2 min.
Let me know if u have any problems
cheers
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JC LEON
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Posted: 8th Sep 2019 13:50
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oohhhh great many many thanks mate.. i'm going to try this right now..

btw what did you say " the soldier would not be shoot at u cuz he needs a hand-bone and a weapon added."??

why he shouldnt fire at player waht about regarding hand bone?

btw mant thanks again ..very appreciate your effort..
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Belidos
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Posted: 8th Sep 2019 14:43 Edited at: 8th Sep 2019 14:44
I already explained the FIRESPOT to you a couple of days ago, it's the issue I'm having with characters, to attach the weapon to a character it needs a bone parented to the hand called FIRESPOT, this is what gameg guru fixes guns to. Guns will still work without a FIRESPOT, but the gun will be invisible and the shot will come from the middle of the body.

The issue I'm having with custom characters at the moment is I've addd the FIRESPOT but gameg guru doesn't seem to find it and I don't know why.

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osiem80
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Posted: 8th Sep 2019 14:49 Edited at: 8th Sep 2019 16:04
Quote: "btw what did you say " the soldier would not be shoot at u cuz he needs a hand-bone and a weapon added."??
why he shouldnt fire at player waht about regarding hand bone?"

The weapon and the soldier in this case of the army pilot are one mesh/model, it was so originaly made not by me.Game guru characters and weapons are allways 2 different models.So the gg engine considers the army pilot as an unarmed character.If i really wanted 2 make him armed i should firstly remove the rifle from his arm in a 3d modeling software, i use blender 4 this things.Then in fragmotion add a "Firespot bone" (not hand bone, sorry my fault), firespot is the place where the engine put the weapon, how the engine would otherwise know where is the hand and where to place the weapon?.Original GG characters have all this firespots, if u import a new model u have to add it.

its also easy
i hope u understand that if u want an animated character u have to set the frames in the FPE?U done that ever before?
I dont done it in that guide cuz i dont need that character, i guess u also dont need it, i only showed u how 2 import it.
good luck

btw heres a tut how to import mixamo fbx into blender

@Belidos
Which software u use to add the firespot?send me this character that u have a issue with i try 2 help u.
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Belidos
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Posted: 8th Sep 2019 17:08 Edited at: 8th Sep 2019 17:09
I have done it in max, blender and fragmotion, i can't see any reason why it doesn't work, it just doesn't for some reason, i've even copied the bone from a stock character and joined it to my own rig and still nothing. It used to work fine for me, but for some reason it's just not having it. I can't send you the character because i don't own the character.

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osiem80
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Posted: 8th Sep 2019 17:23 Edited at: 8th Sep 2019 18:28
Can u send me another, anyone character that u cant fix?I really dont wanna "stole" it or somethink like that.Other wise i cant help u, all the models which i attached with firespot worked 4 me so.....
U checked this one?
https://forum.game-guru.com/thread/210141
EDIT:
I added a firespot to the army pilot, again only 4 example so the position of the pistol is not perfect

Works very well, he shoots.....
Just follow the tutorial from the link above u will be not dissapointed
i hope it works 4 u,good luck aaaaand cheers
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Belidos
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Posted: 8th Sep 2019 18:40
I'll take a look when i get to my pc next, it may be the mender step i need to do, but not sure if mender is available anymore

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osiem80
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Posted: 8th Sep 2019 18:43 Edited at: 8th Sep 2019 19:08
This one above i done without mender
i guess u tried to play around with the position and rotation?

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Belidos
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Posted: 8th Sep 2019 18:48
Those numbers are only helpful if you are adding a FIRESPOT to a model that is in a similar pose, mine are in T-poses, i have no problem with positioning and adjusting the angle, it's that it just doesn't get seen in GG for some reason, position and angle shouldn't stop it being seen, it should be just in the wrong position, i'll keep trying it.

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osiem80
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Posted: 8th Sep 2019 19:55 Edited at: 9th Sep 2019 00:33
Tied it with animated models in different poses from mixamo, also i T pose
Meet the headless moro-men

as i said, the best way would be u provide me the model that u have a problem with, iam pretty sure i can figure out where the poblem is.
if yes contact me priv
Your choice

ps if u want mender u can get it here
https://forum.game-guru.com/thread/210022
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Belidos
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Posted: 9th Sep 2019 17:23 Edited at: 9th Sep 2019 17:24
FINALLY!

I've worked out what my issue is.

Now you would expect that when you save the model, all the bone names would stay the same as you named them, right? You'd have thunk it, but no, with Blender and 3DSMax when you export to DirectX it changes the bones name to "Armature Name_Bone Name" so my FIRESPOT was being renamed "Armature_FIRESPOT" in the final export. Stoopid modelling software!

So now my workflow is:

1. Model the character in Blender
2. Export to DirectX
3. Import model into Fragmotion
4. Rename all the bones
5. Export to DirectX

and all is fine and dandy


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osiem80
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Posted: 9th Sep 2019 17:57 Edited at: 9th Sep 2019 18:00
Glad 2 hear that
Quote: "1. Model the character in Blender
2. Export to DirectX
3. Import model into Fragmotion
4. Rename all the bones
5. Export to DirectX

and all is fine and dandy "

I done that allways from the beginning u could just ask me .BTW fragmotion is just good 4 such thinks, dont believe that some people create models with it.
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Belidos
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Posted: 9th Sep 2019 20:53
If I'd known enough to ask about that i wouldnt have had the problem in the first place :p

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granada
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Posted: 9th Sep 2019 23:25
Glad you’re sorted Belidos

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JC LEON
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Posted: 10th Sep 2019 08:47
glad to see my thread helped someone else LOL
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JC LEON
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Posted: 11th Sep 2019 11:37
ok it ssems to work in a certain manner.. i nned to make some other test and treis but seems to be doable....

and what about animated wepaon models .. i have about 300€ model pack form unity store

https://assetstore.unity.com/packages/3d/animated-fps-starter-kit-2-91545

https://assetstore.unity.com/packages/3d/animated-fps-starter-kit-1-67901

and woudl to import all of them and use them as my stock weapons... is this doable is GG right now? without known rocket science
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osiem80
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Posted: 11th Sep 2019 13:36 Edited at: 11th Sep 2019 13:42
Guys do not DOUBLE POST! instead of that just edit the previous post!
If u spended 300$ for that i think u can also spend much less 4 these
https://www.tgcstore.net/pack/10872
This packs contains all the weapon types from your pack
Otherwhise look at Wolfs tut about weapon importing
https://forum.game-guru.com/thread/216032
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JC LEON
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Posted: 11th Sep 2019 14:59 Edited at: 11th Sep 2019 15:22
Quote: "Guys do not DOUBLE POST! instead of that just edit the previous post!
If u spended 300$ for that i think u can also spend much less 4 these
https://www.tgcstore.net/pack/10872
This packs contains all the weapon types from your pack
Otherwhise look at Wolfs tut about weapon importing
https://forum.game-guru.com/thread/216032"

sorry for double posting..

about your reply..i dont want to use bsp models since i need animated bare hands models not soldiers models.. my game idea is not to make a classic fps but a survival horror gfps adventure where player is a normal pepole not a rambo LOL
plus i wouldnt use even the same weapons that are present in monst of GG games but my own specific models
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osiem80
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Posted: 11th Sep 2019 19:59 Edited at: 11th Sep 2019 20:13
Quote: "plus i wouldnt use even the same weapons that are present in monst of GG games but my own specific models"

So the stuff from the unity pack is "your specific models"?
Honesty i looking myself for a easy way to customize weapons without using fragmotion.
The standart player hand is a "naked" hand just as u need but u can also rig your own hands, same way as weapons

its not rocket sience, just some fragmotion sience
Thats the only way i know 4 right now, try it out iam sure u get it
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JC LEON
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Posted: 11th Sep 2019 23:30
Quote: "So the stuff from the unity pack is "your specific models"? "


nope lol but are inedite stuffs for any GG game

Quote: "its not rocket sience, just some fragmotion sience
Thats the only way i know 4 right now, try it out iam sure u get it"


thanks but sincerly i dont think this worth the effort iy's a lot of learnig and a lot of work ...i will take ages... LOL...

do you think that the weapon welder could do the trick?
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osiem80
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Posted: 12th Sep 2019 00:12 Edited at: 12th Sep 2019 00:15
Quote: "i will take ages... LOL..."

Sounds like someone is lazy?(joke)
Weapon welder is just for old FPSC weapons as far i know.
I think i told that allready today to somebody else but there is no way to make models just with 1 mouseclick GG ready(sadly).
Really, take a look on the video above and on wolfs tutorial, i postet also a video in the tutorial section about character rigging in fragmo, it will be took about 1 hour 2 watch this 3 videos and a little bit longer 4 master this art.We communicate since yesterday on this thread, in the meantime u could learning it allready instead of asking about it
Just take a hour, once u learned it u will be happy i promise u.
Good luck
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JC LEON
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Posted: 12th Sep 2019 21:55
Quote: "Sounds like someone is lazy?(joke)
Weapon welder is just for old FPSC weapons as far i know.
I think i told that allready today to somebody else but there is no way to make models just with 1 mouseclick GG ready(sadly).
Really, take a look on the video above and on wolfs tutorial, i postet also a video in the tutorial section about character rigging in fragmo, it will be took about 1 hour 2 watch this 3 videos and a little bit longer 4 master this art.We communicate since yesterday on this thread, in the meantime u could learning it allready instead of asking about it
Just take a hour, once u learned it u will be happy i promise u.
Good luck"

no mate I'm not lazy i work until 7pm. and ater when at home I'm full time day until this hour (22:00/22:30) so after could try to make something until my brain can do.. sometimes until 00;00 sometimes until 2;30 am..so i can imagine how my brain could make experiments at that time LOL
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osiem80
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Posted: 13th Sep 2019 13:41
@Belidos
Found another way 4 the Firespot bone.
After exporting the x file with blender, open it with notepad and rename the Armature_FIRESPOT to FIRESPOT, havent try it myself but should work, let me know if its the case.
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Belidos
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Posted: 13th Sep 2019 14:19 Edited at: 13th Sep 2019 14:30
Yes you can do that.

However it's not just for that i use Fragmotion.

I've found that occasionally (depending on how much you have manually adjusted it) the weighting from Blenders .x exports doesn't always work properly in GameGuru, always works fine with automatic weights, but if you manually adjust weights sometimes when it imports into GameGuru it doesn't stick and you get stray vertices that don't animate with the rest of the model. Fragmotions export seems to work a lot better, so i export from Blender in .x then take it into Fragmotion and export it again and this seems to fix the weighting issue, and while i'm there i might as well rename the bones

Also, another little tip i worked out the other day. The firespot has to be pointing the right direction so the weapon is pointing the right way, and that includes the roll of the bone, Blender's roll is different to the roll used in GameGuru, so if you select the FIRESPOT in edit mode, and go to the bone tab in the right hand panel, under the transform options you will find a roll setting, change that to 90 and it should work fine.

It's actually surprisingly easy to create characters, rig and animate them, and import them into GameGuru once you understand a few fundamentals of rigging, and a couple of not so obvious settings you need to do before exporting.

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JC LEON
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Posted: 15th Sep 2019 20:42
another queston.. but is my animated character are in .x format yet ..they could be eventually imported without all this pipeline?
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osiem80
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Posted: 15th Sep 2019 20:48
With FBX2GG
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JC LEON
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Posted: 15th Sep 2019 21:12 Edited at: 15th Sep 2019 21:16
Quote: "With FBX2GG"


wahat ... =?? are you telleing me that if the ANIMATED models are in .x format "by nature" (lol) the cam be imported in GG simply using FBX2GG tool??

btw here a little sneak of a demo scene i created in unity ..all is coded by me in c# and even animation blending for hands and weapons i made in unity animator tool itself(really easy to use).. only models i purchased from the asset store ..

btw only hand models for aks74u , flashligt, axe and candle are the complete version ..other weapons and hands are only for testing and placeholder

https://www.youtube.com/watch?v=PNwGWg2VgdE
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osiem80
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Posted: 15th Sep 2019 21:33 Edited at: 15th Sep 2019 21:53
Quote: "wahat ... =?? are you telleing me that if the ANIMATED models are in .x format "by nature" (lol) the cam be imported in GG simply using FBX2GG tool??"

Not sure if iam understand the point of your sentence.U mean 4 sure fbx format, not x, x files not needed to be importet just putted in the GG entity folder.Never used FBX2GG dont know but it pretend 2 be a fbx importer so...U posted self a link 4 the guide to that.
However, i said that before, u have allways to set the frames in the FPE if the animations are not the standart ones from GG, regardless how do u get the model into GG.U could also try 2 use the standart GG entity importer, its support fbx as well and save the model as a character, or change the model into a character by setting in the FPE the ischaracter to 1, but dont use the importer at all i dont know.
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JC LEON
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Posted: 15th Sep 2019 22:38
could you or someone lese test this and tell me please the correct pipeline to import into Gg ..this a test character modle form 3drt.com

https://mega.nz/#!CVQhnCBT!ttsrz70mbkWqtsDMsnUlCyOiLYpnCYVvDdH5-S0irrM
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osiem80
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Posted: 15th Sep 2019 23:35
I gave u allready the guide 4 importing a few posts ago, what do u exacly dont understand?.I tested the model u uploaded it works fine.
Here we go again, last try
1.Download fragmotion.
2.import the test_FBX_Y.fbx model(look at the pictures i posted)
3.Export it as a X file.
4.Copy the x file that u created with fragmotion and the test_m.png file to a new folder.
5.Cut/Copy the folder and paste it into your GG folder files/entitybank/user
6.Go to entitybank/characters and copy the Masked Soldier.fpe file.
7.Put the file in the folder where is test character x file and the texture.
8.Rename the masked soldier.fpe in whatever u want.
9.Open your fpe file and change the model name in the line to the name of your x file
model = NameOfYourModel.x
10.Set in the texture line the name of the texture file
texture = test_m.png
11.Go to the lines where the animation frames are seted(look on my pictures)
12.Change the frames 4 your model, this is the list from the zip file i downlaoded with the test character
005 - 100 Idle
105 - 145 walk
150 - 180 run
185 - 285 alert
290 - 390 converstaion
13.Save it, close it.
Viola


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JC LEON
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Posted: 16th Sep 2019 00:22 Edited at: 16th Sep 2019 00:29
hedi bro I'm idiot (maybe) and i'm going to follow the armypilot import pipelie but when open fragmotion anc select import and select the army man folder i canot see the fbx models
but if i put in the folder the .x fiel i can import correctly it into fragmotion
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osiem80
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Posted: 16th Sep 2019 00:36 Edited at: 16th Sep 2019 00:50
Quote: "hedi bro I'm idiot (maybe) and i'm going to follow the armypilot import pipelie but when open fragmotion anc select import and select the army man folder i canot see the fbx models"

Thats weird, really dont know why, u extracted the zip file?And whats about the test model u that u uploaded here?Can u import it?
I cant upload the army pilot here 4 u cuz its agains the forum rules.I found another link
https://gofile.io/?c=jIKAqD
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JC LEON
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Posted: 16th Sep 2019 00:58
https://mega.nz/#!6MI22CDC!hIT4R1iVHnU3ez5ACnLjMEw2raf-fpiYhLsN6oprY20

here a link with 2 test charaters i'm tryng

the pilot i created with tutoril you linked aboe in this thread few days ago.. charatcer is correcly displaied ingame but doesnt react to player and doesnt animate itself ..

the test_new character is the 3drt import test character i imported in Gg following this tut by gd in this thread
https://forum.game-guru.com/thread/218085#msg2579443

in this case character wont animate aswell but react to player shoot at him and is shotted and die ..with a weird ragdoll LOL..

what i miss??
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JC LEON
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Posted: 16th Sep 2019 01:03 Edited at: 16th Sep 2019 01:04
no file is fine i can see the fbx model in my folder


but cant see the fbx in the import screen of fragmotion
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osiem80
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Posted: 16th Sep 2019 01:11 Edited at: 16th Sep 2019 01:45
I told u that the frames need 2 be in the FPE, and if u want that the character shoot at u u need to add a firespot bone.Dont know why u cant see the fbx file, maybe its deleted by a antivirus software, try 2 turn it off.Or u use a fragmo version that not support fbx import.Try version 1.34 and 1.35.
Quote: "what i miss??"

U miss that the test character doesnt contain a firespot bone and shoot animation itself.
P.S uTorrent is a tool 4 download piratet content LOL
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JC LEON
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Posted: 16th Sep 2019 06:54
but i need to replace the frames in fpe from combat soldier to match these form the imported character?

e.g.

csi_relaxed1 = 900,999 and replace ONLY the frames with the idle of the army pilot in this case 1,253?

and after specify the related anims here?

;anim
animmax = 5
playanimineditor = 1
ignorecsirefs = 1
anim0 = 1,253 ;idle
anim1 = 1,45 ;move
anim2 = 1,11 ;kick
anim3 = 1,36 ;hurt
anim4 = 1,309 ;reload

about fragmotion.. i downlaoded the lasted version from the offical site
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osiem80
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Posted: 16th Sep 2019 07:16 Edited at: 16th Sep 2019 09:43
Theres a language barrier between us, its not your english either grammar, words like "shotfun" instead of shotgun, "cam" instead of can makes it hard 4 me 2 understand the whole meaning of r sentences.U should use google translate, i learned with it english.
From what i can undersdant, u can allready import the models, but u wanna them animated, shoot at u, dying ect... right?The test character doesnt contain anims like this, if u wanna them u have 2 create them yourself in blender or somewhere else.The army pilot contains a shoot animation but hasnt a firespot bone,(look at one of my pics from fragmo)U have 2 add the firespot in fragmotion, blender or whereever u can.
The animation frames are perfectly explained in gd's tutorial.
The pilot have multiple animations, it would be easier to merge them in one, like here
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JC LEON
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Posted: 16th Sep 2019 07:51
ok many thanks for you explaination.. btw sorry for the grammar errors but i changed my keyboard recently and buttons on new keyboard are too sprace and i push two button togheter sometimes... sorry again...

i understood what you said BUT...
why the 3drt test model i imported wth gd system shoot at player and react to hit (even if it hasn not correct animations) and thearmy pilot doesnt...
doesnt the army pilot follow the player (even if it not animate) around the map the same since it has the ai_soldier .lua like it's behaviour?
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Belidos
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Posted: 16th Sep 2019 08:22 Edited at: 16th Sep 2019 08:22
Quote: "e.g.

csi_relaxed1 = 900,999 and replace ONLY the frames with the idle of the army pilot in this case 1,253?"


No, the csi_ references are no longer used by the updated AI and are only left in for reference and for old legacy AI scripts.

All you need to do now is fill in the ;anim section

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JC LEON
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Posted: 16th Sep 2019 08:46
Quote: "No, the csi_ references are no longer used by the updated AI and are only left in for reference and for old legacy AI scripts.

All you need to do now is fill in the ;anim section"


and is what i did

;anim
animmax = 5
playanimineditor = 1
ignorecsirefs = 1
anim0 = 1,253 ;idle
anim1 = 1,45 ;move
anim2 = 1,11 ;kick
anim3 = 1,36 ;hurt
anim4 = 1,309 ;reload


here the full .fpe


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osiem80
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Posted: 16th Sep 2019 09:42
Quote: ";anim
animmax = 5
playanimineditor = 1
ignorecsirefs = 1
anim0 = 1,253 ;idle
anim1 = 1,45 ;move
anim2 = 1,11 ;kick
anim3 = 1,36 ;hurt
anim4 = 1,309 ;reload"

These are from the multiple anims, above is the video how to merge all the anims in one.After that remove all anims except of "animation" and then check the correct frames.4 all that theres is no kick and hurt animation in the pilot.

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Belidos
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Posted: 16th Sep 2019 10:08
Also, there are more than 5 anims that are used by the AI (which i think is why many people don't see the AI at its best), there are actually 17 anim sets you can use, you don't have to use them, the 5 that are used by most characters are perfectly good enough, but if you really want your character to shine here's a list of the animation sets that the AI can use (ignore the frame numbers they're just an example):

anim0 = 100,205 ;idle
anim1 = 685,707 ;move
anim2 = 5511,5553 ;kick
anim3 = 4812,4850 ;hurt
anim4 = 515,605 ;reload
anim5 = 0,0 ;hit frames default
anim6 = 0,0 ;dying default
anim7 = 1630,1646 ;duck
anim8 = 1670,1819 ;duck idle
anim9 = 1646,1663 ;unduck
anim10 = 795,811 ;run
anim11 = 2160,2218 ;roll to duck
anim12 = 2135,2153 ;crouch dash
anim13 = 900,999 ;idle sentry
anim14 = 1290,1320 ;relaxed move
anim15 = 610,640 ; strafe left
anim16 = 645,676 ; strafe right

If i remember right anim5 and anim6 will be overridden when rag doll is active in the fpe, so they're don't need to be set.

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osiem80
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Posted: 16th Sep 2019 10:28
Quote: "which i think is why many people don't see the AI at its best"

The level of the AI have nothing 2 do with the anims.
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JC LEON
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Posted: 16th Sep 2019 10:30 Edited at: 16th Sep 2019 10:31
Quote: "Quote: ";anim
animmax = 5
playanimineditor = 1
ignorecsirefs = 1
anim0 = 1,253 ;idle
anim1 = 1,45 ;move
anim2 = 1,11 ;kick
anim3 = 1,36 ;hurt
anim4 = 1,309 ;reload"

These are from the multiple anims, above is the video how to merge all the anims in one.After that remove all anims except of "animation" and then check the correct frames.4 all that theres is no kick and hurt animation in the pilot."


yes i know but this way anims should work or is absolutely necessary to merge all animations into one single anim?
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JC LEON
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Posted: 16th Sep 2019 10:32 Edited at: 16th Sep 2019 10:33
Quote: "The level of the AI have nothing 2 do with the anims."


i think he was referring to ai movements
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