3rd Party Models/Media Chat / [SOLVED] Importing character from 3ds max (question)

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Peri
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Posted: 6th Mar 2020 14:52
Hi guys, for the first time I tried to import a character with animations from 3d max without fbx2gg cause from unknown reason it crash this time

But I discovered I missed something, the key frames not react in gg, I tried to fit the key frames, like in the default combat soldier

But it just play all the animation in loop

what should I do?

Thanks

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Pirate Myke
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Posted: 6th Mar 2020 15:08
Did you use a copy of the default combat soldier's FPE file for your new animated character?
That should give you the same animation sequences and allow the script to work out of box.
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Peri
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Posted: 6th Mar 2020 15:34
Yes, I just changed the numbers of the key frames, maybe I should do something in the x exporting window of 3d max.
Peri
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Posted: 6th Mar 2020 17:19 Edited at: 6th Mar 2020 17:50
Ok looks like it works with the animation, now I need to check why I can't see gun in his hand, it should to be a shotgun in his hand

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osiem80
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Posted: 10th Mar 2020 00:27
i was trying for weeks to import animated characters.
Did u use own animations 4 the character or the standart from gg ones?
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Belidos
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Posted: 10th Mar 2020 06:13 Edited at: 10th Mar 2020 06:14
To see the weapons you have to have a bone for them to attach to, this bone should be a child of the right hand and called FIRESPOT all-in capitals. It will also need to be rotated correctly or the gun will be at the wrong angle. Hint: that also includes the bones roll

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Peri
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Posted: 11th Mar 2020 19:51
@osiem80 for gg animations try my video


for mixamo animations soon I will make a video.

@Belidos thanks, do you mean its about the name of the bone? if I will add a bone to the hand and call it FIRESPOT it will work?

osiem80
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Posted: 11th Mar 2020 20:13
My problem is custom animations, i cant get them work
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Belidos
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Posted: 11th Mar 2020 22:43
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Quote: "@Belidos thanks, do you mean its about the name of the bone? if I will add a bone to the hand and call it FIRESPOT it will work?
"


Yes, weapons attach to the FIRESPOT bone, that's why it's not visible, and probably fires from the chest.

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Peri
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Posted: 12th Mar 2020 11:49
I see Thanks I give it a try
Peri
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Posted: 12th Mar 2020 11:53
@osiem80 what 3d software do you use , do you use the keyframes of the animation from the the timeline of the character in the fpe file right? , pay attention you exporting the x file with animations in the 3d software.
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Posted: 13th Mar 2020 18:59 Edited at: 13th Mar 2020 19:00
@Belidos thanks working great, now I need to find out why this spiky hands any ideas?

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granada
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Posted: 13th Mar 2020 19:53
Looks like you might have vertices assigned to the wrong bone or not weighted right

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Posted: 13th Mar 2020 20:53
Yeah ya cant do much without the fire spot limb always add fire spot. Go for it
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Petr Surtr
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Posted: 13th Mar 2020 21:43
Hi folks, does anyone can tell me if it's possible to import fbx assets in gameguru without using fbx2gg, simply using model importer? In GGX the model importer will be improved?
I mean, will be possible to import only from the "pipeline" fuse_mixamo_gg(x) or even directly import assets purchased from sketchfab?
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Peri
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Posted: 13th Mar 2020 22:02
Strange thing, it happen only when I export the character directly for 3ds max to x format maybe its something in the x exporting window, when I export it to fbx and using fbx2gg it looks normal.

@Petr Surtr, if its not a character with animations you can easily import fbx models to gg with gg importer I am using it many times.
osiem80
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Posted: 14th Mar 2020 07:05
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Petr Surtr
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Posted: 14th Mar 2020 12:26
@Peri
@Osiem80
Thank you very much!
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Peri
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Posted: 16th Mar 2020 16:17
@granada I think it may something with the export setting I doing some tests

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Belidos
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Posted: 16th Mar 2020 21:54
I don't know about 3DSMax, but i've been playing with Blender and rigging today using the rigify add-on, and importing into gameguru in FBX format, and i was pleasantly surprised, my characters and their rigs were importing into GameGuru perfectly in FBX format, i had less issues than i ever had with .X format, i didn't even have an issue with the FIRESPOT, which i almost always do with .X

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Peri
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Posted: 16th Mar 2020 22:12
@Belidos nice gg importer bring the character in with the animations and fire spot?

I just fixed my problem of the spike hands by importing the model into frag motion and export again

looks like a bug in gg with 3ds max exporting
Pirate Myke
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Posted: 17th Mar 2020 02:14
@Peri Turn off declData
Use Max matrix for Keys and Use Key frames for animation stuff.
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3com
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Posted: 17th Mar 2020 05:48
If use Bond1's kW X-porter to export as X file, but is too hard to get Bond1's web site (if any)

https://sourceforge.net/projects/kwxport/

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Belidos
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Posted: 17th Mar 2020 06:13 Edited at: 17th Mar 2020 06:14
No, when I say import I simply mean the process of getting it into gameguru, I don't use the built in importer for FBX in gameguru, it seems pointless to use because you have to edit the FPE anyway to add the anims so you might as well add the whole thing manually. To be honest the importer had never been quite right, it's always worked better adding a model manually whether in FBX or X.

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