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FPSC Classic Product Chat / ANIMER - v2.0 to be Released Soon -- This is Cool Stuff

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Flatlander
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Posted: 18th Jun 2013 22:18 Edited at: 10th Jul 2013 06:37
The creator of ANIMER has asked me to make a post to the TGC forums regarding the new release of ANIMER v2.0.

Elbow and I have been testing v2.0 and we have finished testing one of the main features which is importing BVH animation files to characters that are compatible with FPSC. Don\'t know what a BVH file is you say? I certainly didn't when I saw that we can import these files. BVH files are motion capture files. Files that you can either download from the internet or create yourself. There are literally thousands of free BVH files available on the internet. "Is this really possible?", you ask? Yes it is and I will first show you an FPSC level demo of it. For those who are interested in ANIMER you will need to watch this thread for more cool stuff. A video tutorial for importing a BVH file will be posted later.

But now, here is a YouTube video of Minos from Model Pack #18, threatening our hero. Will our hero survive? Will he be able to get away? I suggest if you are able to do so then go with 720 HD and full screen.

The DirectX mesh was modified by the creator of ANIMER.




For those of you who would like to download an AVI of this video, you can do so here.

ANIMER Tutorials


INTRO

The first tutorial will be an overview of the ANIMER GUI. It is long (about 22 minutes) -- for a couple of reasons. I am not a professional and I was having to do way too many takes and because I am not being reimbursed (at least monetarily) I don\'t feel I should take the time that a perfectionist like myself would take. That alone drove me nuts. So, there are times when I would lose my place and there would be a long pause. Also, when I\'m on my meds then I sound like I\'m drunk and that slows things down as well. However, I hope this first one will be useful. I will be uploading it to YouTube if I\'m able to upload a large file of 242 MB. I will also have it available for download on MediaFire in the 7Z format (83 MB). I have paid for MediaFire so there are not any ads to deal with. It should be a direct download. If it is not then please let me know.

Subsequent tutorials will be a lot shorter and more straight forward and in a step by step format so these should end up being better.

I will let you know in a separate post that bumps up this thread when they are ready.

VIDEO TUTORIALS

Download - ANIMER GUI Tutorial



--------------------------------

Download - BVH Tutorial Files

Download - BVH Audio/Video Tutorial



--------------------------------




Here is YouTube video of the Thug sitting down in an FPSC level.




--------------------------------
ncmako
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Posted: 18th Jun 2013 22:31
The ability to import BVH files opens a whole
lot of possibilities. I will definitely keep my eyes on this.
Thanks Flatlander
Ertlov
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Posted: 18th Jun 2013 22:32
Holy.Cow.Awesome.Stuff.

Come to where the madness is:http://www.indiedb.com/games/into-the-dark
Hamburger
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Posted: 18th Jun 2013 23:47
Will make animating characters all the more easier

[/href]

Please take time to check out my products!
seppgirty
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Posted: 19th Jun 2013 01:50
that looks great. Did you use BVH files from Truebones?

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Burger
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Posted: 19th Jun 2013 10:38
I wasn't prepared for that . . .

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Flatlander
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Posted: 26th Jun 2013 03:42
Uploaded first tutorial -- ANIMER GUI Tutorial in first post. Please read intro.


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seppgirty
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Posted: 27th Jun 2013 01:48
The video is set to private.

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Flatlander
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Posted: 27th Jun 2013 02:40
I had to get confirmed by Youtube so I can upload large videos. I guess they automatically set it to Private unbeknownst me. It is now set to Public. Thanks for letting me know seppgirty

I'll make sure the rest will be set to Public.


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Daniel wright 2311
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Posted: 28th Jun 2013 03:14
I am buying this soon, after seeing this.

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DarthBasicVader
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Posted: 28th Jun 2013 19:58
OK. It's time to buy it (v2.0). I think that now that it has BVH import feature I won't be able to do anything without it.

Riccardo
Daniel wright 2311
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Posted: 30th Jun 2013 02:03
Questions

Does this load in a bunch of bvh animations then add them to the animation list or just one bvh set at a time? so I would need one bvh file with a lot of animations in it.

if it loads bvh animations then adds them to the list of animations as the next animation then I am buying this,but if not, well, I can just use 3ds max.

I see in the video you have the original animations, then it changes to the bvh.

my signature keeps being erased by a mod So this is my new signature.
Flatlander
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Posted: 30th Jun 2013 02:40 Edited at: 30th Jun 2013 02:45
I will be putting up a tutorial about importing bvh animations. I don't understand the question, though.

So I'll just say how it works. You find a set of bvh animations (frames) you want to import. It is one file at a time. For example the dance set. This has the complete set of animations to take the character through the dance routine from beginning to end. You simply click on the import BVH file selection and it will import all of the animation frames. It will append them to the end of the existing animations. Then you need to update the fpe file to include the start and end frame of the animation.

For example. This is what I used in the FPE file for the video:

anim103 = 2741,3187

Also, you can create your own bvh file using Kinect for windows. Kinect will record your animations that you perform in from of the Kinect bar and then save it as a BVH file. It has been tested and it works.

V2.0 is not released yet. It is still being tested. For all those who have purchased the earlier version it will be a free update.

@Daniel, if you actually have 3ds Max, then isn't that one of the best 3D modeling software programs out there? ANIMER is a program that even the most experienced modeler can use; although, I am not one of them. I believe this is something for the novice modeler. I couldn't even tell you what short cuts there might be for the serious amateur and professional. You can probably wait for all of the tutorials that I will be uploading to make that determination.


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Daniel wright 2311
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Posted: 30th Jun 2013 03:24 Edited at: 30th Jun 2013 03:25
You can not import.x files into 3ds max, only export, and when I bought it I did not know this, and it well, stinks.

There are animations I would like to add to some of the already made models I have. and $30 is cheap for something that adds animations to a already animated .x file.

And I like the fact you can edit animation with it,perfect for .x files.

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DarthBasicVader
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Posted: 30th Jun 2013 08:23
Hi, Can I Have Confirmed that if I buy now Animer I will have v2.0 as a free update ?

TX!!

Riccardo
Flatlander
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Posted: 30th Jun 2013 09:04 Edited at: 30th Jun 2013 09:05
Before I posted this

Quote: "V2.0 is not released yet. It is still being tested. For all those who have purchased the earlier version it will be a free update."


I asked the creator of ANIMER that question as you see below:

Quote: "Hi Terry,

I just got back from the buisiness trip.

[ME] I have a question? If a person owns ANIMER 1.5 do they get a free upgrade to v2.0?

[ANSWER] The upgrade to v2.0 will be for free."


I'll ask the creator of ANIMER to answer this personally on this thread.


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Rafhalzer
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Posted: 30th Jun 2013 14:38
Hi all!

Yes, the upgrade to version 2.0 of ANIMER will be for free.

Creator of ANIMER:
Rafhalzer

ANIMER - Character Animations Editor.
Edit and create your own animations of FPSC characters.
Supports DirectX and DBO formats.
Stab in the Dark software
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Posted: 30th Jun 2013 17:10
Why does the demo not work with Windows 7?
The demo crashes and will not run on Windows 7.
Will v2.0 work with Windows 7?

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Duffer
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Posted: 30th Jun 2013 21:08 Edited at: 30th Jun 2013 21:11
@ Flatlander,

It does look rather good. Good choice using the minataur do the Russian dance! Some questions:- [edit - ignore first]

* If we already own Animer 1.5 do we have to pay for Animer 2? [edit - scrap this question - I've just read the bit above - excellent!]

* With importing of BVH it would be damned handy if you could import / convert Poser BVH animations? Will that be possible.

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
Flatlander
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Posted: 1st Jul 2013 00:02 Edited at: 1st Jul 2013 00:25
Quote: "Why does the demo not work with Windows 7?
The demo crashes and will not run on Windows 7.
Will v2.0 work with Windows 7?"


I have Windows 7. I am not sure about the demo for v1.5. I have not tried it but it should work. v1.5 does work for me and I'm testing v2.0 on a W7 system. Would it have anything to do with administrative rights? Also, try running it in XP SP2 mode as shown in image below.



@Duffer

Any BVH file can be imported. I will be using a backflip for the tutorial and it came from a site that has free bvh files that were created for Poser.

Another cool option is the ability to import either DirectX or DBO animations into an FPSC character. One can grab a sitting animation from a TF341 DirectX mesh and import it into a thug talker mesh. He could be sitting down while he talks. I'm considering this one for either an example.


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Duffer
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Posted: 1st Jul 2013 00:33
@ Flatlander,

Sounds good! Some nice easy examples importing animations from Poser BVH and from other DBO sources would be top drawer...

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
Flatlander
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Posted: 1st Jul 2013 01:51 Edited at: 1st Jul 2013 01:52
Here is the website Free Mocap from PoserMocap.com where I got the backflip animation. As long as you download a BVH (see label on top of page to the left) then you will be good to go.

Well, it's not the same page.


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Duffer
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Posted: 1st Jul 2013 10:03
@ Flatlander,

Thanks for that. Presuming the BVH number of limbs will have to be the same as what you're animating?

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Rafhalzer
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Posted: 1st Jul 2013 16:52
@ Duffer,

No, number of limbs may be different for BVH and the animating character. You will see it on video tutorial which prepares Flatander.

Rafhalzer

ANIMER - Character Animations Editor.
Edit and create your own animations of FPSC characters.
Supports DirectX and DBO formats.
raymondlee306
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Posted: 2nd Jul 2013 04:03
This is great. I have been playing with motion capture using the Kinect and would love to add some of what I've done. I will definitly be getting this.
Flatlander
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Posted: 2nd Jul 2013 04:26
@raymondlee306

If you have any questions when using version 2.0 regarding kinect for windows, you can ask. I'll make sure and let Rafhalzer know of the question. He has used this successfully.


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elbow
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Posted: 2nd Jul 2013 20:54
Hi Raymond, what software did you use?

I have been in the fortunate position to have been able to test this program for Rafhalzer and it's WOW.

Adding the bvh animations is a cinch. And I downloaded all 2500 from the Carnegie repository, so I can pick and choose animations for my characters. The animations range from limping to hopscotch, from backstroke to fly stroke to breast stroke, from punching and kicking to dancing the Charleston, Rumba or doing a pirouette.

There are many repetitions, but hey, they're free. This will add so much realism to any game.
Flatlander
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Posted: 3rd Jul 2013 02:17 Edited at: 3rd Jul 2013 02:17
BVH import tutorial now in first post. Be sure and download the BVH tutorial files either from the download link here (5.83 MB) or in the first post.


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raymondlee306
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Posted: 3rd Jul 2013 04:43
@F l a t l a n d e r
I will do that. Do we have ETA on when the 2.0 will be released?

@elbow
I use iPi Mocap Studio 2 from Ipi Soft. They had it on sale before Christmas for pretty cheap and it's not really that hard to learn (took me a good 8 hours of reading and playing to have my first anim ready to export). I only have one Kinect so I am limited in what kind of motion I can perform but you can load the FPSC 3d max rig (.bip) from the FPSC files page right into it even without max installed and match the bones so it would still have the firespot. I have not really got this to work with FPSC (I have not really tried to be honest) but I did get it to work with the base Unreal skeleton and have some animations running in UDK for one of my Oculus Rift projects.
Flatlander
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Posted: 3rd Jul 2013 05:04
As far as ETA I'll ask. A new feature that was just included to v2.0 that I had been testing and is now looking very promising is the ability to add a FIRESPOT to a different location. For example from the left hand to the right. You first must rename the FIRESPOT you want to replace. My next tutorial will probably be importing DirectX animations.

Kinect For Windows is a PC device and not an XBox device. If I understand correctly you don't need XBox and it is quite versatile in creating BVH files. I'll see if Rafhalzer can explain it a little more. Maybe I can translate if he's not comfortable with English.

He wanted me to get it but I just can't see spending the money right now.


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Rafhalzer
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Posted: 4th Jul 2013 11:11
To record BVH I used the free program Brekel Kinect:
http://www.brekel.com/?page_id=155

It uses XBox Kinect. But you don't have to buy the whole XBox360, only the Kinect Sensor for XBox360 and the AC adapter.

Rafhalzer

ANIMER - Character Animations Editor.
Edit and create your own animations of FPSC characters.
Supports DirectX and DBO formats.
Flatlander
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Posted: 8th Jul 2013 20:23 Edited at: 8th Jul 2013 22:42
Quote: " Do we have ETA on when the 2.0 will be released?"


Rafhalzer thinks it might be sometime in September.

Check out original post for youtube video tutorial of importing DirectX animation set. I imported a sitting animation set from the TF341 character.

Addendum:

The main reason for it being at a later date is because he wants to update and add a complete manual with the new version. He also has personal and work-related time needed over the next couple of months.

I will probably not add anymore tutorials right now to this thread because of the delay. Unless you can use the tutorial with version 1.5.



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Flatlander
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Posted: 9th Jul 2013 05:53 Edited at: 9th Jul 2013 17:26
Before I get banned again, I will be leaving the forums. I would like this thread to remain. The last time I was banned all of my threads were locked. I'll have somebody else post my further tutorials. First I want add this one. It is a written tutorial regarding making the sitting thug FPSC ready. The download button has all the files you need to play with the sitting thug. Also there is documentation in PDF and Word formats. The following is a youtube of the thug sitting down in an FPSC level.



Addendum:

I have made a promise to Rafhalzer and so I need to keep it. This will be the only thread I will visit and add the tutorials in the first post.

Mod Edit: Download removed. You should know better than to release any media that is owned by another party here. Animation data alone would have been fine; but not the model or texture. I'm leaving this unlocked for now. But you are on post moderation again.

-Keith

s4real
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Posted: 9th Jul 2013 17:21
@F l a t l a n d e r :- I think you starting to lose the plot first you get on at Dale in his post and now you posting copyrighted stuff.

You should know better.

best s4real

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Let me remind everyone here; that uploading media owned by another artist (or, in this case, TGC), is unwise and not allowed here. It is well known, accepted, and part of the AUP that you agreed to when signing up to this Community:

1.4 Do not redistribute our file collection without express written permission

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5.3 If you wish to post screen shots / files that are of work controlled under copyright and/or distribution restrictions then you must obtain permission from us before doing so, otherwise you forfeit this right. The content of all web sites, unless stated otherwise, is (C) Copyright The Game Creators Ltd, all rights reserved.

3.16 If you upload a file to our forum, all of the points raised in sections 3, 4 and 5 of this AUP come into play.


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Daniel wright 2311
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Posted: 9th Jul 2013 19:42
Does this model not come with the free version of fpsc? I am not sure just asking , I do not know, I bought fpsc years go.

On a lighter note , I am buying this when it is upgraded two version two, I have three importers for direct x into 3d studio max and none of them import direct x like they should. the only one that does costs around $400.

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KeithC
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Posted: 9th Jul 2013 19:57
Quote: "Does this model not come with the free version of fpsc? I am not sure just asking , I do not know, I bought fpsc years go. "


I really don't think you want to get into this.

-Keith

Rafhalzer
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Posted: 10th Jul 2013 15:30
Hi all!

Waiting for the next great Flatlander tutorials, I decided to give you links to my video tutorials. These are the tutorials that I prepared for beta testers of ANIMER 2.0. Because I don't know English well, they are without sound - at appropriate times I show the text made ​​in the notepad.
If you want, in the next few days I can prepare the trial version of ANIMER 2.0 and put it on the thread, so you will be able to practice the Flatlander and my tutorials.

http://youtu.be/7SC-WNJ4Luo
http://youtu.be/jLGiTXX-4LM
http://youtu.be/2Zqwv8z8g5w

Rafhalzer

ANIMER - Character Animations Editor.
Edit and create your own animations of FPSC characters.
Supports DirectX and DBO formats.
DarthBasicVader
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Posted: 10th Jul 2013 16:02 Edited at: 10th Jul 2013 16:17
Hi Rafhalzer,

OK with a Trial of V2.0 for me !!!!
This will guide me to but the present official version

Great work.

Riccardo
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Posted: 11th Jul 2013 15:11
The second part of "Import DirectX Animation Set" (the Thug sitting down animation) is in the tutorial below. This takes you through the procedure for making the Thug character with the new animation FPSC ready.



ANIMER - Character Animations Editor.
Edit and create your own animations of FPSC characters.
Supports DirectX and DBO formats.
Rafhalzer
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Posted: 11th Jul 2013 15:12
If you have ever wanted to see the npc drop his melee weapon when he is killed you can make sure that happens by using the feature "interpolate selected limb from... to..." The following is a video tutorial showing you how it's done.



ANIMER - Character Animations Editor.
Edit and create your own animations of FPSC characters.
Supports DirectX and DBO formats.
Rafhalzer
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Posted: 18th Jul 2013 09:34
Hi,

Animer 2.0 Trial and Mender 1.4 are attached.

Before you load a character in Animer 2.0, you need to open and save it in Mender 1.4
If you import animations from .x file, you also need to open and save this .x file in Mender, before you import it into Animer.

You can't save and export in Animer 2.0 Trial. But you can practice the video tutorials from this thread.
Help documentation is still from 1.5 version of Animer - I will be working on it soon.
Recently I have added a new command - Glue Gun to FIRESPOT. You can find it in Menu / Edit.
If you click this command, you can see a window in which you need to select the "VWEAP.X" file from FPSC gamecore/guns folder.
Now, the gun is glued to the character's limb with the name "FIRESPOT" and you can see the character with a gun.
If you no longer need it, in menu click Edit / Remove Gun.
About the another new command "Add FIRESPOT", will be a video tutorial soon.

If you have WIN7 and Animer don't want to run, then try:
- run it as an administrator
- run it in compatibility mode for Windows XP (Service Pack 2)
- if you have SP1, update to the latest official release
- turn UAC

Rafhalzer

ANIMER - Character Animations Editor.
Edit and create your own animations of FPSC characters.
Supports DirectX and DBO formats.

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Stab in the Dark software
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Posted: 18th Jul 2013 17:38 Edited at: 18th Jul 2013 17:44
I would like to report an error.

When loading a .dbo file I get this error.

"Runtime Error 118-Array does not exist or array subscript out of
bounds at line 5892"

In an earlier post I was unable to run version 1.5 in windows 7.
Version 2.0 runs fine in windows 7.

Will the paid version run full screen or stay in a small window?

Very nicely done importing the bvh files.

[img][/img]


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Rafhalzer
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Posted: 19th Jul 2013 11:57
@ Stab in the Dark software

Thanks for report an error.
Could you send me that .dbo file?
Or at least, let me know if in that file are stored any object custom data (for example memblock).

Version 2.0 which I want to release in September, will be still 1024x768 because I am very busy. But the next version 2.1 I'll try to do in full screen.

Rafhalzer

ANIMER - Character Animations Editor.
Edit and create your own animations of FPSC characters.
Supports DirectX and DBO formats.
Stab in the Dark software
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Posted: 22nd Jul 2013 20:27
Custom Data is not stored in the .DBO file.
This is just a simple test model I had.
It probably does not match the FPSC standards.
Also I believe limb 0 has a mesh, which I now know is not compatible.
You still might want to catch when your arrays go out of bounds
and have a message box.
I have attached the model.
What exactly does the mender exe change in the file?
I am just curious because I am currently working an a "Bullet
Physics engine" wrapper for DBPro.
I am working on a ragdoll setup for .dbo and .x models.

[img][/img]


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Rafhalzer
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Posted: 23rd Jul 2013 16:34
Thanks for the .dbo file.
This file was not created in DBPro.
The correct .dbo file should have a section of "object custom data".
Even if this custom data is not included in the file, this section exists in the file and its size is specified as "0".
Because this section is located at the end of the .dbo file, my program reads the file until it reaches the "object custom data" section.
The program crashed because I assumed that this section always exists.
If you load and save this file in DBPro, it will be correct, and you can open it and save in MENDER.
What MENDER changes in the file:
- removes unnecessary limbs in order for the character structure to be more clear,
- if a limb is unnamed, it is given a name,
- checks and tries to fix if different limbs have the same name,
- if there is no root limb, MENDER adds it to the character structure,
- if there are no animations, MENDER adds an empty animationset (frame 0 and 1),
- if the keyframes are stored as "matrix 4x4", MENDER converts them to the "rotate, position, scale" format,
- because ANIMER requires that each frame needs to have the animation keyframes, MENDER interpolates the keyframes and writes them into the frames which don't have the keyframes.

Rafhalzer

ANIMER - Character Animations Editor.
Edit and create your own animations of FPSC characters.
Supports DirectX and DBO formats.
Rafhalzer
12
Years of Service
User Offline
Joined: 14th Dec 2011
Location: Poland
Posted: 24th Jul 2013 16:23
Hi All!

I would like to inform that I'm on vacation and I will not have access to a computer and a web to 30.07.2013.

Rafhalzer

ANIMER - Character Animations Editor.
Edit and create your own animations of FPSC characters.
Supports DirectX and DBO formats.
Flatlander
FPSC Tool Maker
17
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 13th Sep 2013 19:26 Edited at: 13th Sep 2013 19:28
Here are the last of the tutorials.

Import TF341 character animations part 1




Import TF341 character animations part 2




Version 2.0 should be released anytime now.
Rafhalzer
12
Years of Service
User Offline
Joined: 14th Dec 2011
Location: Poland
Posted: 16th Sep 2013 14:19
Hi all,

Animer 2.0 is released!
The links to all video tutorials you can find in Animer Help - page 19.

Rafhalzer

ANIMER - Character Animations Editor.
Edit and create your own animations of FPSC characters.
Supports DirectX and DBO formats.
SOLO DESIGN
15
Years of Service
User Offline
Joined: 30th Jul 2008
Location:
Posted: 30th Sep 2013 13:54
Hi,
Before I buy this product I have a couple of questions -

1. Can the skeleton of the Direct X model be a custom skeleton and not the old base FPSC one?

2. Does it create the animation code for FPE files?

3. What I am after is to install custom models (in DIRECT X) format into ANIMER make tweaks or add more animations via BVH and then insert into FPSC, I do not want to have to use the base FPSC skeleton and animations etc. Can Animer do this?


Thanks

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