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FPSC Classic Models and Media / animating helecopter assistance (offering content)

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gorba flamingo
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Posted: 20th Jan 2009 04:18
hello all
(if this is against the rules please lock)
im looking for some help animate a model helicopter and perhaps if you are interested a few other models i have pre made and textured.

im offering the finished product for your own projects and depending on the quality, perhaps a few other things. all my models and textures are made exclusively by me.

please post if you are intrested or e mail me at
[email protected]

thanks for reading

screen of current progress

[url=http://profile.mygamercard.net/gorbafletch]

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Conjured Entertainment
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Posted: 20th Jan 2009 04:24 Edited at: 20th Jan 2009 04:26
Are you just animatimg the two rotors and maybe the door?

I would be interested.

How many polys is that thing going to end up having?

gorba flamingo
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Posted: 20th Jan 2009 05:04
ok,

when its done it will have about about 2500 polys

the two rotors and a minigun attached to the sides., perhaps the door if i can model the mechanics right.

i just have to finish modelling it and UV map it, i should have it ready in a half hour

[url=http://profile.mygamercard.net/gorbafletch]
Kurotatsu
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Posted: 20th Jan 2009 05:16
After you get the rotors animated. One thing I found when I built my spaceship that looked cool was to use the appearnogravity.fpi and give it the appearance of hovering.

something that might help with the rotors might be like I did with my sawblade I'm trying to finish as a weapon, where I set a single bone and attached the blade to it then every 5 frames or so I used the rotation tool on the bone and turned it a little then made a keyframe until I ended up with a loop that seemed like it's spinning.

I hope this helps.

"Perception is my reality." Kuro.
gorba flamingo
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Posted: 20th Jan 2009 05:43
alright

i think im going to hold off on the UV mapping so you Conjured Entertainment can make changes to the mesh if needed. ill send u an e mail with the details and a wavefrount obj file if you are still intrested.

reply here with an e mail and ill send it

thanks

[url=http://profile.mygamercard.net/gorbafletch]
Conjured Entertainment
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Posted: 20th Jan 2009 06:08 Edited at: 20th Jan 2009 06:15
Email Sent

gorba flamingo
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Posted: 20th Jan 2009 06:13 Edited at: 20th Jan 2009 06:29
ok

awaiting your e mail now

edit

sent a reply

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Conjured Entertainment
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Posted: 22nd Jan 2009 20:37 Edited at: 22nd Jan 2009 20:46
I haven't had much time for this but be patient because it is coming along.

Here is a peek at the top rotor's start up animation. (I'll add the back one spining soon)

Please have the model separated into the proper groups next time.
I had to separate the propellers from the body, so you may have some patch work around the back propeller this time.
So, I ended up with threee groups for the mesh..the body, the top rotor, and the back rotor (tail propeller).
If you spearate the back propeller from the body before I am done then I can fix it, otherwise you will need to fix afterwards.

Anyway, here is the start up so far...

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Conjured Entertainment
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Posted: 22nd Jan 2009 22:51 Edited at: 23rd Jan 2009 00:03
Here's both rotors starting up, running, and winding down for a total of 300 frames of animation...
This video is lower quality for bandwith considerations, but you cann still see the animations fine.

Now, I'll work on importing it into fpsc for testing.
I suspect the scale is off, but that can be worked out.
Then once I get it in FPSC I can mount the miniguns on there and start scripting its AI for a machinima control.

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gorba flamingo
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Posted: 23rd Jan 2009 02:10
excellent job CE. ill begin making textures for it.

[url=http://profile.mygamercard.net/gorbafletch]
Conjured Entertainment
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Posted: 23rd Jan 2009 02:52 Edited at: 23rd Jan 2009 04:47
Thanks
Remember what I said about having to fix the tail.
There were a few faces missing after I separated the rear propeller, and some on the propeller that you might want to omit.
So, don't bother mapping the tail too tight yet, because you will need to edit my splice.
I didn't add anything to the model because its your baby, but I did have to delete some of the faces to make the splice.
I'll post an in game video next, but I want to play with some of the bones first.

Edit
Slight problem with the FIRESPOT
I can't have two the same name and since I do not use the modded engines I'm not sure what you want me to call the second one.
If you want to only use one, then maybe a remount in the nose would be better than the two on the sides.
Let me know something.

Edit
I have the chopper in game but without a texture.
The single minigun isn't too bad up front, but I think it needs to go lower.
Anyway, I have having rear rotor problems in game. (milkshape is ok but in game is not)
It looks like it is sitting still for some reason when calling its animation in game.
I am going to try and tweak the FPE in the hope that I don't have to re-animate.

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gorba flamingo
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Posted: 23rd Jan 2009 07:55
looking nice, im going to use v1.13 or higher in my projects. whatever you think would be better for the weapon placement is fine by me.
i can prepare a model with the one arm instead of the two on the sides
i've began on the textures and i must say they will make the heli look like its been through many battles and tough.

if it metters i have separated the rotors in my copy of the model and attacked a screen of it, if this is usable with the animations you have made i will begin UV mapping and apply my textures.

[url=http://profile.mygamercard.net/gorbafletch]

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Conjured Entertainment
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Posted: 23rd Jan 2009 15:36 Edited at: 23rd Jan 2009 15:45
Quote: "
if it metters i have separated the rotors in my copy of the model and attacked a screen of it, if this is usable with the animations you have made i will begin UV mapping and apply my textures."

I can't tell by looking atthe picture, but you do not want any faces joining the two sections.
The propellers should not be joined in any way to the body mesh.
If you look close at my pics you will see how the ends of the blades were connected and I had to splice it.
If you want you can even have the propellers sitting off to the side so I can highlight the vertices easier when assigning the groups.

I have a rotation problem in FPSC.
The rear rotor is rotating properly, but I guess it is the amount of spin I put on it that makes it look like is standing still.
I'll have to redo those animations anyway, so send the the new mesh via email and I will work on it over the weekend if I can.
Also send me the texture when its ready, because I can't stand looking at this thing as one solid color.

This time I will scale / rotate the model so its right in FPSC, and then do the animations.
I can still use what I have done for the top propeller, its just the rear one that needs the re-do.

gorba flamingo
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Posted: 23rd Jan 2009 15:48 Edited at: 23rd Jan 2009 15:49
alright ill send you it now and send the uv as soon as its done, about 9 hours from now
this model has the rotors separate and the one arm for the single weapon

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Conjured Entertainment
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Posted: 23rd Jan 2009 15:53 Edited at: 23rd Jan 2009 15:55
Quote: "this model has the rotors separate and the one arm for the single weapon"

Great


Quote: "alright ill send you it now and send the uv as soon as its done, about 9 hours from now"

No real hurry, because you know I have other obligations that will cause a delay.
So, this may take while but we should have it working right in fpsc within a week at the latest. (sooner hopefully)
I know its not a weeks worth of work but its hard to try and squeeze it in, so I only get bits and pieces of time to work on it.

Conjured Entertainment
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Posted: 25th Jan 2009 01:22
(Bump) ...so he can see I added a video update...

I finally figured out an increment for the props that was FPSC friendly, but the video lags a bit so its better in game than in the video.

I experimented with using a head bone for the the base of the FIRESPOT joint.
It makes for a nice bobble during idle which you can see at the start of the video. (looks like the chopper is shakiing it a bit)
The best thing is that I can move the gun in the scripts using the rotatehead action.
I need to play with it more though, because as you can see from the video it is moving up and down instead of left and right.
This method when tweaked will give gun movement controls without using animations for it since the head movements are internal.

Anyway, check it out...

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Conjured Entertainment
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Posted: 25th Jan 2009 02:32
Side to side is working now...

I won't post anymore videos until its done.
The gun controls are what I was excited about.
The gun's position needs tweaking now, and I'll do a wind down animation in the proper direction this time.

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gorba flamingo
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Posted: 25th Jan 2009 03:31
looking very good, i have finished about half the UV map and want to re texture the other half. it will be done asap

[url=http://profile.mygamercard.net/gorbafletch]

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Conjured Entertainment
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Posted: 25th Jan 2009 03:44
Dude, that texture looks really nice so far.

The stripes on those blades should make or break the animations, but I think they will improve the effect.

I have this version of the model scaled small so I can up it to like 150% for a second one. (I like ultralights)
Just let me know how big or small from the one's I send you as a final.
I'll work on the finishes here whilst you finish the texture and we should be able to wrap this up quick.

gorba flamingo
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Posted: 25th Jan 2009 03:51
spunds good to me, my main challenges will be to redo the doors and the front window then im home free ill send it to you when complete. i think the stripes on the rotors will add an amazing effect.

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Flatlander
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Posted: 25th Jan 2009 05:21
Excellent dudes.

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
gorba flamingo
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Posted: 25th Jan 2009 05:25 Edited at: 25th Jan 2009 05:26
@ CE
ive sent you the finished UV map. and ill post a pic of it here some parts of it didnt work out as well as i had planned but it looks good none the less

[url=http://profile.mygamercard.net/gorbafletch]

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Conjured Entertainment
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Posted: 25th Jan 2009 17:57 Edited at: 25th Jan 2009 18:11
Texture looks great.

I'm having problems with the animations again, but this time its a different problem.

The idle anim1 works fine, but when you call another animation they all stop working.
Its strange, because it won't even go back to playing anim1. (Maybe I have something set wrong since I have a fairly fresh install of Milkshape)
I'll work on sorting that out, because as it stands the chopper would not have a start or stop.
It just runs all the time. (I guess you can shut it down but it stops abrubtly and you can't start again - crashes maybe)

The gun is also turned sideways.
I tried rotating the bone 90 degrees, but the gun rotates 180 when I do that so its still sideways but on its other side.
I tried rotating at 45 degrees and it still flipped it 180 degrees, so I am baffled on that one.
The minigun is the only one that looks good on there anyway, even sideways. (Did you guys notice that it was sideways?)

I have school work today and lots of it so I will work on this again after my midnight deadline.

Dar13
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Posted: 25th Jan 2009 19:22
CE did you try using the setframe=x framebeyond=x and the other anim controls instead of just animate=x?

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CoffeeGrunt
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Posted: 25th Jan 2009 19:33
That chopper looks sweet! Can't wait 'til you release this!

"Give a man a fish, and he'll eat for a day. Give a man a fishing rod, and he'll break it up into firewood...or swap it for a fish."
-Frankie Boyle, on Mock the Week
Conjured Entertainment
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Posted: 25th Jan 2009 23:30 Edited at: 26th Jan 2009 19:53
Quote: "CE did you try using the setframe=x framebeyond=x and the other anim controls instead of just animate=x?"

No

Thanks, I'll try that later.

Quote: "Can't wait 'til you release this! "

Is he releasing it?



EDIT
Still no luck with playing the separate animations, so somebody else can play with it and see if they can figure out what I'm doing wrong.

Anyway, here is the finished result on my end...

The rest is up to you.
I'll ZIP this up including the chopper control script that I used to shoot the video.
I'll send it first thing tomorrow after I write some notes on the setup. (its a modified version of my puppet script)

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crispex
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Posted: 26th Jan 2009 12:28
Just some advice, heavy blue never looks good with depicting windows, try something a little lighter and it would look great.

Temporarly away from the Phoenix Sentry.
Conjured Entertainment
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Posted: 26th Jan 2009 20:01 Edited at: 26th Jan 2009 20:09
I spent all morning trying to figure out why this would only move forward on the gound level, only to realize that is needs ground to move.
I was raising it up but it would not work higher up in the air. (there was no ground there to move on)
I tried floorlogic=0, but that didn't work. (nogravity is already set)
So, in order to fly around overhead; you will need transparent ground segments in the path it is to follow, otherwise it's stuck.
For the landing we have to use a negative value for the moveup=x, so we have to turn collision off for it to function.
That means there is no going back to having forward controls once you move down.
You will still be able to do all the other functions like rotate, move the gun, and fire, but no forward control.
So, only move downward when landing permanently, unless your take off is straight up out of frame because that would work.

So remember this for using the included script...
Moving forward requires ground, and you can't move forward once you move down.

I'll zip it up and email it to you now.

gorba flamingo
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Posted: 26th Jan 2009 20:20
the useless school board has taken our week off away and i HATE IT

helicopter is looking good.

so what i need to do is make an invisible floor segment for it to move on and it will shoot through the floor. sounds easy enoughf. ill try it out when you send it to me

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Conjured Entertainment
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Posted: 26th Jan 2009 23:05
I sent it a couple hours ago, but I haven't heard back from you yet.

Don't forget to set the Always Active to YES.

gorba flamingo
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Posted: 27th Jan 2009 00:07 Edited at: 27th Jan 2009 00:30
i know, i had biology. passed it with a B!! wooh
ill test it now

edit

im not sure if im doing this right. it seems to be trapped in the first animation but im not sure. ive set the always active to yes and tried both the default script and the chopper script. attached is the properties

[url=http://profile.mygamercard.net/gorbafletch]

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Conjured Entertainment
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Posted: 27th Jan 2009 00:38 Edited at: 27th Jan 2009 00:39
I told you I couldn't get it to do the animations separate, so its running all the time.

Is it moving like it should?

Anyway, I animated it and the animations are there, so unless my Modeling program is configured for the exports wrong then I dunno.

I did the best I could and if you give it that script then it should move around as I described.
Anyway, maybe you or a friend can figure out why it won't play the animations separately.

Can you al least see the animations in your modeling program?

gorba flamingo
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Posted: 27th Jan 2009 00:39 Edited at: 27th Jan 2009 00:55
ill check hang on

edit
my modeling program is being a pain and will not open it. and it does not move in fps creator. (please don't kill me) i'm going to try a few other things to try and get it to work.

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Conjured Entertainment
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Posted: 27th Jan 2009 00:59 Edited at: 27th Jan 2009 01:01
well, it is animated as you can see from my videos, so good luck.

The animations are there in FragMOTION and Milkshape, and I noticed your UV map had the words backwards so I had to flip those. (caution read backwards)
So, I'm not sure which modeling program you are using, but the animations are there.
There is nothing more I can do since I do not mod the engine, I can't say or fix the playing problem.

Butters has some method of porting stuff back through FragMOTION to fix animations but he won't share with me what it is.
So, maybe he will be kind enough to try to fix the problem for us.

heltor
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Posted: 27th Jan 2009 01:33
I'm thinking this thread should have been locked, according to this sticky.

http://forum.thegamecreators.com/?m=forum_view&t=143533&b=24

"Some cause happiness wherever they go; others whenever they go." ~Oscar Wilde~
Conjured Entertainment
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Posted: 27th Jan 2009 02:27 Edited at: 27th Jan 2009 02:48
Quote: "I'm thinking this thread should have been locked, according to this sticky.

http://forum.thegamecreators.com/?m=forum_view&t=143533&b=24"


Are you joking heltor?

What do you call the .png above if that is not a screenshot of the chopper in FPSC??? (my 5th post)

.png is still an acceptable format isn't it?

I'm thinking you might try looking at the downloads next time before you say anything about a screenshot.

AND

That rule applies if you are posting media here, which he has not.
So, I'm thinking you might want to read the rule you're linking to as well as the thread here.


Quote: "
FPSC Models and Media
Created a great model or have a media related question? This is the board to post it in
"


Update
If I change the ischaracter to zero in the FPE then the animate=x works properly.
The only thing then is the movefore doesn't work, because you have to take off collisions before you can rotate etc.
That also means no minigun which is not acceptable.
However this is a good clue as to what I am doing wrong.
It has to be something in the FPE animation declarations that aren't compatable with characters.

I'm thinking we need some positive input from someone who has had a simlar problem.
I'm sure this is something simple that I am overlooking.

gorba flamingo
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Posted: 27th Jan 2009 02:46
i got it to move properly. i will be working on this further too. heres a screen of it in action.

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Conjured Entertainment
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Posted: 27th Jan 2009 02:53
Cool man, glad to here you got it going.
I'm gonna keep playing with it too, so hopefully we can help each other out here.
Maybe we can learn something and share our solution of trial and error before they lock this.
I'll be searching the forums for answers too.

Laters

gorba flamingo
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Posted: 27th Jan 2009 02:56
ok
ttyl i'm logging off for now but if i manage to make progress ill report back here

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heltor
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Posted: 27th Jan 2009 05:38
CE how does this post differ from this one http://forum.thegamecreators.com/?m=forum_view&t=143965&b=24 why was it locked. this thread should have been in 3d chat the ingame screen shot was posted 7 days after the thread started. the first screenshot posted 4 days after the thread started was just a silhouette. I just wonder why.

"Some cause happiness wherever they go; others whenever they go." ~Oscar Wilde~
gorba flamingo
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Posted: 27th Jan 2009 06:40 Edited at: 27th Jan 2009 06:41
hey, i said
Quote: "(if this is against the rules please lock)"

and they decided that it was not against the rules and thus was not locked
Quote: "AUP Section 3.17 ...Moderators shall, at their discretion, determine what constitutes a violation of theses terms, along with generally accepted netiquette standards, and can take action against those who violate these rules."


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Conjured Entertainment
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Posted: 27th Jan 2009 16:29 Edited at: 29th Jan 2009 03:05
Quote: "CE how does this post differ from this one http://forum.thegamecreators.com/?m=forum_view&t=143965&b=24 why was it locked."

I don't know why that was locked heltor, because I did not lock it.
You have to ask the mod about that one.
I think there should be a rule for the mods to have to post the reason why a thread is being locked.
The mods are human too, and are able to make mistakes like the rest of us.
If they had to post a reason then maybe people could point out when a lock is in error.

All I know is the screenshot rules apllies when POSTING MEDIA, not when asking questions for help.

The forums are a place to come ask for help aren't they?

We technically did not need any screenshot at all for this thread, since we are not posting any media.

Quote: "

FPSC Models and Media
Created a great model or have a media related question? This is the board to post it in

"

If people are not allowed to ask a question like..."I'm stuck on this particular thing, can someone help me?" , then they should change the forum heading's description to some thing like...

"FPSC Models and Media
This forum is only for showing finished models, so if you have a question or want to learn anything, then go somewhere else or we will lock your threads."

It sure would be nice if people here were more helpful instead of wanting to lock everything.

I'm not sure why there is a difference in the animations for characters than the animations for regular entities, but I'm sure someone here does know.
I hope they decide to help us at some point. (maybe they had help before and could return the favor?)
Since the animations play fine when you set the ischaracter to zero but not when its set to one is puzzling.
Unless the characters require a certain bone structure to play their animations correctly.

Can someone here please tell me why the animations play when its not a character but won't play when it is.

Can anyone spot what I am doing wrong here, and offer us some help please?

UPDATE
I tested the FPE on a different model (a modifiedaiko.x) and the animations played correctly.
This leads me to believe that the bone structure or something else in the X file is the problem, and not the FPE.

I'll try changing the bones to emulate the stock charcters and see if that helps, but it will have to wait until tomorrow.
So, if anyone beats me to an easier solution, then let me know.

I'll start using email gorba, until we have this resolved or have some form of sloution to share with everyone here.

Laters

Update
I thought I had it by merging a character bone set in but I had to delete a couple bones for it to work.
Then I lost the firespot so no gun, and adding in another one in lost the animations again.
I have tried a dozen or so different was and nothing is working right.
I'm starting to think that what I sent you will have to do, unless you don't want a gun on it.


Laters

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