Product Chat (Early Access) / @Bond1 .. Can you advise please

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synchromesh
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Posted: 11th Feb 2024 01:09
I imported the Mannequin you made from the animation pack. Although he kind of works he can be very erratic.
Not sure if its anything to do with it but once i add the behaviour he goes into a bit of a fit.
Any idea what i did wrong ?

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bond1
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Posted: 11th Feb 2024 16:22 Edited at: 11th Feb 2024 16:23
Hey synchro! Oh yeah, I think remember someone else had a problem like this a few months back on github. Quick question: Did you generate the character and it's FPE through the GGM model importer, or did you import him into the CC and generate him that way? Just let me know and I'll look into it.
synchromesh
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Posted: 12th Feb 2024 00:59 Edited at: 12th Feb 2024 01:44
Hi mate thank for responding ..
I literally imported the .dbo into the Max importer ..
all setup and he looked good to go.
He does kind of work but not as solid as the CC ones. For what im working on right now he would be perfect.
In fact with a few texture colour variations i was toying with he would be the basis of the game if possible
I could not really compare with the Max .fpe's as they are all CC made by the looks of it.
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bond1
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Posted: 12th Feb 2024 16:58
Ah ok. I found the issue on github: https://github.com/TheGameCreators/GameGuruRepo/issues/4814#issuecomment-1652419327

So....basically we all discovered (including Lee) that characters won't work correctly when they are imported through the regular GGM model importer. This is unfortunate, but they MUST be generated through the CC, even if you are just importing a full character that is already rigged to the GGM skeleton such as the mannequin. The FPE's and even the DBO's themselves I think are a bit different when they are generated from the CC, which allows them to work correctly.

The github link I posted kind of shows how to do this, but this information is not in the PDF guide unfortunately. Give me a day or so and I'll post a short video showing how to do this. That is, assuming nothing has changed in the past 7 months
synchromesh
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Posted: 13th Feb 2024 00:32
@Bond1
Thanks a lot its appreciated but in your own time please .. No mad rush at all.
I have plenty to be getting on with
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bond1
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Posted: 15th Feb 2024 21:34 Edited at: 16th Feb 2024 03:05
@synchromesh Good news - that method still works, and it looks like Lee has added support for custom Character Creator folders, so that makes things a little easier to keep custom characters separate from stock characters.

Just unzip the attached folder to your Files/charactercreatorplus/parts folder. Then you'll have a new category called "Mannequin" in the character creator. The head, legs, and feet are "blank" parts like shown in the github link. The body selection contains 5 versions of the Mannequin that you can create characters from and assign behaviors. Check out the folder contents, hopefully it makes sense and you can use this as a template for other custom character categories. Lee had mentioned streamlining this process a bit more in that github link I posted, by making an "import full character" button, but it doesn't look like that has happened just yet.

Here is a video showing the mannequins in the CC and some gameplay:

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synchromesh
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Posted: 17th Feb 2024 23:40
WOW .. Thats fantastic !!
Thank you so much Bond1

This will really push my project forward.
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