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FPSC Classic Models and Media / Max and Biped Animation Exporting

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bobbyhill
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Posted: 10th Apr 2005 05:13
Hi All,

I'm trying to get my animated model to work in FPSC but getting stuck. I'm using max 7 and a mesh model with a biped and physique applied. I made a simple 100 frame animation of the character going from a crouch on frame 1, to an arms outstretched standing position of frame 100. I'm exporting with panda 4.6.0.57 and not sure what settings to use, just been doing trial and error but not getting good results. The character in the game has the cautious.fpi script applied so I can see if it moves. Any advice?

Bob
Noldor
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Posted: 10th Apr 2005 22:48
Quote: "biped and physique applied"
?
Im not realy at home when it comes to Max
i only use lightwave and Milkshape. The thing
is that FPSC uses skeletal animation so if any
one of those two words (biped and physique) means
skeleton in max then i don't know, but it could be
a clue to your problem.
Simon
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Posted: 11th Apr 2005 22:54
These come from our animator, max6 version I believe. I'm afraid I only modelled the characters I didn't have much to do with animating them and getting them into FPSC
It should help you out tho

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Simon
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Posted: 11th Apr 2005 22:55
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Simon
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Posted: 11th Apr 2005 22:55
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Simon
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Posted: 11th Apr 2005 22:56
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Simon
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Posted: 11th Apr 2005 22:56
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bobbyhill
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Posted: 12th Apr 2005 00:38
thanks simon, I'll try these settings out tonight when I get home.

bob
bobbyhill
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Posted: 25th Apr 2005 05:57
Ok, I finally got a chance to try this out. My character animates, but what I see in the level are the actual biped bones which are moving, and the skin geometry which is frozen in the first frame of the animation, not moving. I tried replacing the physique modifier with the skin modifier in max7 with no luck. Is there perhaps a way to "bake" the animation into the model's geometry so that I can get rid of the biped when I export, and still have the animation? Hope that makes sense.

Bob
Walnoot
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Posted: 11th May 2005 22:20
Well i have the same problem bobby,
i used Dark Exploration and tried to convert .max directly to .x and that should have worked, but that didn't... this is very annoying

Greeting Waldo

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shiny
15
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Posted: 12th May 2005 14:12
I'm trying for the same thing at the moment! I'm having no luck at all! I tried exporting with pandasofts .x exporter, and maxes default .x exporter with no luck. I tried just about every combination of settings possible. I have tried both skin & physique - using a character biped.

Either dark basic has terrible support for bone animation or we are all missing something! Is there a certain way you need to set up the models higherarchy? Maybe group everything? or link the mesh to the bone base? That kind of thing...... Someone needs to post a max file that exported correctly will work! Would be a great example!

bobbyhill
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Posted: 13th May 2005 01:37
I tried applying a point cache modifier, deleting everything but the skin geometry, and exported that but that didn't seem to work either.

bob
Simon
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Posted: 13th May 2005 04:05
erm guys....
Just HIDE everything apart from the mesh and export. Also Double check the Panda settings according to the images I posted.
Simon
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Posted: 13th May 2005 04:07
I think that Panda X export probably only works for physique - you need to make sure that physique is at the top of the modifier stack. Nothing else above it.
shiny
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Posted: 13th May 2005 04:10
Yeah.... There are things that go wrong beyond that.

What was throwing my of is how the objects where alligned. If the mesh has a different orientation from the biped, things get awefully screwy! I needed to reset the xform and the pivot also needs to be alligned to match that of the biped.

Thank god I finaly got this to work!

Ty though.

bobbyhill
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Posted: 14th May 2005 02:15
Hey Simon, it works! I didn't have physique at the top of the stack. That's all it was. Works great now

Thanks!

Bob
Simon
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Posted: 19th May 2005 02:28
Great stuff...How about posting a screenshot so we can see what it looks like.

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