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FPSC Classic Models and Media / Need some Character Rigging Help

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JLMoondog
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Posted: 26th May 2012 17:08 Edited at: 26th May 2012 17:09
So I have a few custom characters that I would like to rig to the fpsc skeleton but every time I load the skeleton file or fpsc model and delete the mesh, I end up with a skeleton with a huge bone in the center. When I auto rig this bone takes up most of the model causing huge stretching. I wondering if I have a bad skeleton file. I'm wondering if anyone else has similar issues with the skeleton file? Or maybe it's just me. If anyone has a good skeleton file they be willing to share that would be awesome.

Here's a screen of what I'm talking about:


I'm going to keep at it, I could manually un-paint the verts attached to the bone, but there has to be an easier way.

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JLMoondog
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Posted: 26th May 2012 18:38 Edited at: 26th May 2012 18:39
Alright, here's one more screen. There's definitely a bug when importing the bones. As you can see in this shot all the head verts are assigned to the neck bone, but it still splits in half and stretches horribly. Any ideas?



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seppgirty
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Posted: 26th May 2012 19:15
what program are you using to rig your models?

in just about all modeling programs you are better off manually assigning your verts. auto assign does not work 100% with complex models.

gamer, lover, filmmaker
JLMoondog
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Posted: 26th May 2012 19:37 Edited at: 26th May 2012 20:35
Quote: "in just about all modeling programs you are better off manually assigning your verts. auto assign does not work 100% with complex models."


The last screen is from manual assigning verts. I've already covered that. I'm thinking it's a bone that radically changes rotation or something sinister that's causing the errors.

Edit, fixed...argh, frustrating sometimes.


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Cosmic Prophet
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Posted: 26th May 2012 21:45 Edited at: 26th May 2012 21:50
from what I can see Josh, you need another bone at the point where the body, and head meet (at at the neck) to rig the head to. that one bone that seems to start in the middle of the torso reaches up to the head in a straight, unbroken manner, and is dragging only part of the head with it.

I may be wrong, as I cant see the detail of the biped in the screenshot.

OOPS! Did'nt notice the "Edit" comment.

Back from the Wasteland.
JLMoondog
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Posted: 26th May 2012 22:29 Edited at: 26th May 2012 22:30
Thanks, Cosmic. Maybe you can help with my next error!

Now I got it to load in PFSC but the texture doesn't show up, and he loops his standing animation...then there's the obvious issue...


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JLMoondog
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Posted: 26th May 2012 23:25 Edited at: 26th May 2012 23:25
*Head pound* I think I'm going to give up for today...argh.

All the frames are correct and match the fpe file, but it's not playing the correct frames. Anyone know if there's a certain fps the x file is suppose to be set at? Or if x file type matters?(text, binary...)



Then there's still the gun, which I can't figure out for the life of me. Is there a bone that needs to be names a certain way? I've looked for some doc's on this, but I'm just going in circles.

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Ross tra damus
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Posted: 26th May 2012 23:43
Josh Mooney

The models should be exported in 'Binary' and there should be a 'joint' (no vertices attached) just outside the end of the barrel for a gun where the 'muzzleflash' will appear which should be named 'firespot'.
I think this is correct but I haven't made a gun model before to test this.

I hope this helps.
Cosmic Prophet
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Posted: 27th May 2012 00:29
Wow! now that's a BFG!! If you want, send me what you have, so I can take a look.

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JLMoondog
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Posted: 27th May 2012 04:15 Edited at: 27th May 2012 04:16
Lol, it is! I think I've almost figured it out. I have the animations working, texture working, gun right size...now to learn how to rig in fragmotion... Sadly it seems that I am unable to import the bones correctly for fpsc into TS. For some reason it takes the 'body' bone and connects it to the rest of the skeleton causing a huge mess. Not sure why, but oh well.



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