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FPSC Classic Models and Media / Door Animation Problem

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Message
Anja Viotile
16
Years of Service
User Offline
Joined: 20th Nov 2007
Location: Denmark
Posted: 20th Nov 2007 08:56
Ok heres the deal. I use 3d studio max + Panda X Exporter but somehow i cant get FPSC to load my animations.. i use simple keyframes which should work in the theory.. But instead the animation doesnt work..
In max the anim is 15 frames.

Entitymake
Name: Jaildoor
Script=autodoor.fpi just to test.
Type=Object
Dynamic
Nonmoveable
15 frames

Any help would be apreciated.. As u can see im new and just got the program.
Anja Viotile
16
Years of Service
User Offline
Joined: 20th Nov 2007
Location: Denmark
Posted: 20th Nov 2007 10:03
actually thats not my only problem do entities have to have a collision? cant u make so u can walk through them?
Ice Cube
17
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Joined: 21st Apr 2007
Location: United Kingdom
Posted: 20th Nov 2007 16:31
If you are animating a door:
In Max - use 30 frames.
In Entity Maker - 15 (half of the actual frames).

Quote: "actually thats not my only problem do entities have to have a collision? cant u make so u can walk through them? "

Yes, you can, just set "coloff" somewhere in the script.

Hope that helps.

rolfy
18
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Joined: 23rd Jun 2006
Location:
Posted: 20th Nov 2007 18:45
You should use a single animated bone and attach the door to this,then export.
The number of frames is only dependant on how fast or slow you want it to open and close.
If you animate 30 frames in max and set 15 in entity maker all you are doing is ignoring the last 15 frames.
In fact if its a door you could animate the open sequence using 30 frames and set 30 in entity maker so door opens slower,the script simply reverses the frames to close it,you dont need to animate a close sequence.

Anja Viotile
16
Years of Service
User Offline
Joined: 20th Nov 2007
Location: Denmark
Posted: 20th Nov 2007 23:45 Edited at: 21st Nov 2007 09:01
removed by meself

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