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FPSC Classic Product Chat / How to use/extend FPSC BIP and FIG files?

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KingMassen
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Posted: 26th Mar 2017 02:00 Edited at: 29th Mar 2017 22:37
So, I already have a lot of character models , just lacking the animation ..... along with these I have many BVH Motion capture files that I want to add to 'extend' the FPSC BIP file a little (add a dancing animation for a nightclub scene, .... etc.) ... My question is:

Are there any tutorials on:

1) How to use the FPS Creator .bip and .fig files to animate un-animated character models?

2) How to 'extend' this .bip file to include more frames of animation in addition to the already existing ones ,especially using BVH mocap files?
KingMassen
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Posted: 28th Mar 2017 20:29
Soooo? ..........
seppgirty
FPSC Reloaded Backer
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Posted: 29th Mar 2017 00:17
Sure. Open character in fragmotion. Add new animations to end of the old ones. change fpe file to match.
gamer, lover, filmmaker
KingMassen
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Posted: 29th Mar 2017 01:31 Edited at: 29th Mar 2017 01:32
Yeah, but attaching vertices to bones in FragMotion is a b**ch ... plus, I don't know how to assign a BVH to a normal skeleton, I can do it with a 3Ds Max Biped but I think it replaces the already existing animations ...

I will try to surf the tutorials on YouTube and if anyone found a good tutorial ,they are free to put the links here
Kafoolwho
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Posted: 29th Mar 2017 01:35 Edited at: 29th Mar 2017 01:49
The bvh animations can be added to the Max biped by using the Mixer in the animation tab. If you would like a more in-depth explanation of how to do this, I'm sure I can throw a small tutorial together.
KingMassen
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Posted: 29th Mar 2017 01:49
Of course, throw it now ... thanks
Kafoolwho
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Posted: 29th Mar 2017 01:50 Edited at: 29th Mar 2017 02:18
No problem. I'll get on it and post it as soon as I am done.

EDIT:
It might take a bit longer than I thought. I am including everything you asked about, like the use of the FPSC bip and fig files, as well as preparing the bvh files for use with the mixer.
Kafoolwho
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Posted: 29th Mar 2017 05:45 Edited at: 29th Mar 2017 05:59
Here it is. Attached to this post is a PDF version of my tutorial. I hope this helps.
Just a warning, though. Not all motion capture files will look good when used with the standard FPSC rig, since they might reference limbs that don't exist, or use a different biped configuration. With some tweaking, however, even this can be fixed with a few workarounds.

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KingMassen
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Posted: 29th Mar 2017 22:34
Thanks ... I'm gonna check it out ...
Kafoolwho
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Posted: 29th Mar 2017 22:45
You're welcome. It's a rather basic tutorial, but hopefully it will point you in the right direction for what you want to do.
KingMassen
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Posted: 31st Mar 2017 12:06 Edited at: 31st Mar 2017 12:21
[DELETED BY POSTER]
KingMassen
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Posted: 1st Apr 2017 17:55 Edited at: 1st Apr 2017 17:57
I've got a problem here ...

I tried to work with bipeds only without a character mesh and followed the steps. The end result biped works well except one think: it still moves TRANSATIONALLY when I reach the .bvh file frames despite setting the 'In place' mode in Modes and Display in the Biped rollout. It worked well while converting the BVH file to BIP and the biped didn't translate ,but after mixing animations in the Motion Mixer tool, it went wrong ...

You've to know that I followed the steps in your tutorial precisely except for the rigging/skinning part ...I will give it a try this time with a character model there and would see ...
Kafoolwho
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Posted: 1st Apr 2017 21:59
Hmmm....I'm sorry it's not working out quite as planned.
Ok. Try it with in place mode on after using the mixer. Ensure you have the correct in place mode activated, not in place x or y.
KingMassen
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Posted: 2nd Apr 2017 00:35 Edited at: 2nd Apr 2017 00:53
SOLVED
I just needed to set the 'In Place' mode again after mixing ,despite already setting when I saved the BVH as BIP

Also, I didn't know that you just keep holding the LMB to get the dropdown menu for the other In Place modes LOL
Kafoolwho
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Posted: 2nd Apr 2017 14:16 Edited at: 2nd Apr 2017 14:17
Good to know you got it sorted.

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