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FPSC Classic Models and Media / Manipulating a character to "surrender" (Questions about FPS capabilities, AI, external programs, etc.)

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kms
16
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Joined: 9th Jan 2009
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Posted: 9th Jan 2009 21:13
I apologize if this question has already been answered, but I've been reading the forums and guides for a while now, and I'm still somewhat confused, so I'd really appreciate some help.

I don't want to create my own character. I just want to further alter the motions of some of the character entities that are already provided in FPS Creator. Specifically, I want to be able to do things like freeze and raise its arms, like in an "I surrender" motion, when the player comes within the range of sight. I've tried to look throughout the animations already allowed in the program itself, and from what I can tell, I can only do things like turn the head x-degrees, not control all the way down to arm movements. Is this the case, or can I further customize movement from within FPS Creator itself?

If I cannot, I was wondering how I could. I've seen lots of information about Milkshape and 3ds Max, about exporting *.x files, downloaded the 'Character Studio' FPS files from the main website, etc. I just don't get how it all fits together.

Can I alter an FPS entity (for example, one of their sci-fi enemies) within another program, or must I start from scratch within the new program?

Whether or not I must start from scratch, how do I relate the animations from the one program with the ones in FPS creator? Can there still be AI (ex- following a waypoint when the player's not in sight, freezing and raising arms when the player is, shooting back when shot at, etc.), or does the motion just play itself over and over? If there can be AI, but how would I accomplish this sort of thing?

Thank you very much. I know this is a lot of questions all in one. Details are appreciated...
Cyborg ART
18
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Joined: 14th Jan 2007
Location: Sweden - Sthlm
Posted: 9th Jan 2009 22:15
Ill try to asnwer as good as I can, but since this aint really my sector someone else may give better answers.

I dont think you can alter more than the head within FPSC, so you need a 3rd party tool.
I think that Character Studio is able to import the animated and rigged character directly fomr a .x, but someone else needs to confirm that.
But if that isnt the case you dont have to start over completely with the character. If you are using Milkshape (wich I use) you can import the .x under Tools/DirectX Mesh Importer.
You will have to re-rigg it to its bones wich can be found here http://forum.thegamecreators.com/?m=forum_view&t=125135&b=21

Then you can probably delete all keyframes and start over.
And if you only want a character wich walks around and the put his hands over his head you would only require the animations:
walk
idle
hands over head idle
hands over head walking

The rest is left for scripting, I think there is a command like playanimation # or something.
And AI has nothing to do with the model itself, AI is controlled by scripting so you character would still move and behave as before (if you dont change anything in the script )

I hope I gave you some answers.
Good luck!

Seth Black
FPSC Reloaded TGC Backer
20
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Joined: 22nd Feb 2005
Location: Pittsburgh, PA
Posted: 9th Jan 2009 22:19
Greetings!

What you seek is very easily accomplished...with proper time and experience using FPSC.

To help you get a good start towards creating what you seek, I've provided some very simple tips:

1. You will need to use custom animation frames, to get the desired hands up effect.

2. The custom animation information must be recorded in the character's .fpe file.

3. The specific frames can be called in a custom .fpi script.

Take the time to search and explore the many resources that are already available to you, and begin experimenting and practicing with the various components.

While this is a community that lends a hand, the members here will not do things for those who are unwilling to try to help themselves.

Good luck to you, in all of your future endeavors...


dudemanking
16
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Joined: 13th Dec 2008
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Posted: 9th Jan 2009 22:38
I think its possible

I remember a picture where there was a soldier in front of our character with his hands up

(\__/)
(O.o )
(> < )Me=yes yes.You=no no.So BACK OFF!!
Seth Black
FPSC Reloaded TGC Backer
20
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Joined: 22nd Feb 2005
Location: Pittsburgh, PA
Posted: 10th Jan 2009 00:51
Quote: "I think its possible..."


...of course it's possible.

That's what BIG Viking Games, and I have already told him...

Please keep your pennies...


heltor
17
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Joined: 3rd Oct 2007
Location: cyberspace
Posted: 10th Jan 2009 00:59
I thought DMK was on vacation.....lol

Great spirits often encounter violent opposition from mediocre minds.
Conjured Entertainment
AGK Developer
19
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 10th Jan 2009 01:46 Edited at: 10th Jan 2009 01:47
Quote: "Then you can probably delete all keyframes and start over."

Oh, but there is another way.
You can add more onto the end of the existing ones if you increase the numer of frames for the animation.
You want to keep all the orignial animations not delete them.
We are expanding the existing animations because we want it to do more that just raise his hands.


Quote: "I think its possible"

Me too!!!


And BVG & Seth covered it basically.

I use FragMOTION to import X files with their animations and then export that as a MilkShape 3D file.
Then you can retain the animations for the character when loading it into MilkShape.
There is a numbering difference in the animations frames, but as Seth said, that can be assign in the FPE file.

heltor
17
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Joined: 3rd Oct 2007
Location: cyberspace
Posted: 10th Jan 2009 02:08
Thank You Conjured Entertainment and Seth, I nedded to know both your handy tips. I'm going to play with them now.

Great spirits often encounter violent opposition from mediocre minds.
kms
16
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Joined: 9th Jan 2009
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Posted: 11th Jan 2009 21:37
Thanks a ton guys! I've been trying what you all said, and I've gotten it all into Milkshape now and have started to add some of those motions. My only problem now is that my character keeps sinking into the ground, so I'll keep trying to mess with that. I wouldn't have gotten this far along without your help.
Avid
17
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Joined: 24th Jun 2007
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Posted: 12th Jan 2009 11:41
You will quite often come across that problem. I believe the solution was to place a tiny bit of geometry at the origin (like 1 tri).

Visit my site http://www.fpsmodels.com for models and media for fps creator.
Butter fingers
19
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Joined: 20th Mar 2006
Location: Mecca
Posted: 15th Jan 2009 18:07
place the first bone in the skeleton at 0,0,0.
You cannot do this in Milkshape as it will corrupt the animations. When you have finished your model, export it and open it in fragmotion, then go to the skeleton tab in fragmotion, select the first bone in the skeleton, and in the properties window move the bone to 0,0,0

should work, but as you will find, FPSC is quite touchy about characters,and you may find you have to tweak the export settings quite a bit to find what will work for you!

I want robotic legs.

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