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FPSC Classic Models and Media / Need help with animated Cat to FPSC

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MarkSA
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Joined: 13th Mar 2009
Location: DownUnder
Posted: 8th Feb 2010 01:01
I recently purchased a cat mesh that includes an animated direct x

mesh. It has 5 animation cycles. Stand,idle, jump, walk and run.

The cat is supposed to be rigged and animated. You can see the

animations work in FPSC Toolbox. But when imported into FPSC Creator

the animations do not work. (I wish Toolbox had better instructions)

How do I get the cat to behave properly? Do I need to use Fragmotion

first etc to make it FPSC ready. Do I need FPSC biped?

Thanks
Shadowtroid
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Posted: 8th Feb 2010 01:11
Does it have an FPE file? What about scripts? Etc. etc...

There's so much more we need to know.

"And we played the first thing that came to our heads...Just so happened to be... the best song in the world...

it was the best song in the world..."
MarkSA
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Posted: 8th Feb 2010 01:17
Toolbox does create an FPE file and scripts. As I have said Toolbox lacks proper instructions to get a character into FPSC.

The cat mesh just comes with the animated x file and a texture file.
Shadowtroid
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Posted: 8th Feb 2010 01:22
Well, how do we know it set up the animation ranges correctly? Look at it in the entitybank directory. Look at the FPE file (you can open it with notepad) and make sure the animation ranges are correct.

Just so you know, animation ranges are what animations it should do... For example, what frames it should use for walking, attacking, standing around, etc. You can veiw these in a 3D modeling program like fragmotion.

"And we played the first thing that came to our heads...Just so happened to be... the best song in the world...

it was the best song in the world..."
MarkSA
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Posted: 8th Feb 2010 01:44
Thanks

below are the framelist for the cat

stand: 0-38
idle: 39-119
jump: 120-195
walk: 196-226
run: 227-246
Shadowtroid
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Posted: 8th Feb 2010 01:48
...Yeah, I need to see the .X file. That's where the animations are. Since its purchased, therefore you can't send it to me, get something like Fragmotion, use a screencapture software like Fraps or HyperCam to video the animations, THEN I can help. Without the actual animations, I can't see if that's right.

"And we played the first thing that came to our heads...Just so happened to be... the best song in the world...

it was the best song in the world..."
MarkSA
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Posted: 8th Feb 2010 01:58
I have downloaded Fragmotion and loaded up the cat.

It has 35 bones, number of frames=247. FPS=24.


I have found a cat fragmotion pose file ugh. Came with the cat.

It looks like it was animated with Fragmotion
Shadowtroid
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Posted: 8th Feb 2010 02:00
Okay. Play the animation, and when you see something (eg it walking) note the frames it starts and ends. Then put those into the FPE file. If its already correct (which it could be) then the scripts could be set up wrong.

"And we played the first thing that came to our heads...Just so happened to be... the best song in the world...

it was the best song in the world..."
MarkSA
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Posted: 8th Feb 2010 02:15
Thanks.

I will try noting when the frame starts and ends for each animation.

Fragmotion plays all the animations from start to finish in the viewer.

I had a look at the key frame editor to see how it all works. I need to spend some time analzying the key frame editor and when each animation starts and ends.

I think you could be right about the scripting setup though in Toolbox
wayne davis rocks
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Posted: 8th Feb 2010 02:15
also take note of the fpe file as to where it is looking for the script files and make sure they are in the proper locations

Wayne Davis Band
MarkSA
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Posted: 8th Feb 2010 02:29
Here is the Fpe code for the cat.

starmind 001
FPSC Reloaded Backer
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Posted: 8th Feb 2010 02:50
In order for the cat to run in fpsc it needs to have the order of the way that fpsc reads the animations. Put this at the bottom of you fpe and you should be able to run the cat with any of the scripts in fpsc. Try the swarm claw script, the roving guard or my deer script.


What I did here was place it so that if you use say the default pace script you should see the cat jumping, but it will walk, run and all that other happy stuff. Also if you want psionic did a cat as well and it was free here.

MarkSA
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Posted: 8th Feb 2010 03:26
Thanks starmind 001.

You have been a great help.

Your code snippet has certainly made the cat come to life
starmind 001
FPSC Reloaded Backer
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Posted: 8th Feb 2010 03:29
Glad to have helped.

MarkSA
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Posted: 9th Feb 2010 00:25
I have tried various scripts with the cat and they do various things. But not exactly how the cat was intended.

The deer one actually attacks you.

I have no idea what the original creator of the cat intended how it should be used. At the moment I can only get 3 of the animations working at a time.

Jumping only works if you modify the fpe to behave like the FPSC biped (everything else is a mess)

I think the cat needs a custon script of its own to enable all the of the animations.

I am amazed how others like Starmind, can get their animals to behave as they should.

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