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FPSC Classic Models and Media / Animated Entity's

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Wheatley
15
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Joined: 14th Feb 2010
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Posted: 20th Feb 2010 16:14
Hey guys, for my MEGA MODEL PACK I wish to make an animated grave where the hand comes up, I CAN animate, but how do I export the animated entity, is it the same as a normal entity?

How do I get it fpsc ready.

THE WIP THREAD
http://forum.thegamecreators.com/?m=forum_view&t=166276&b=24

Cyborg ART
18
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Joined: 14th Jan 2007
Location: Sweden - Sthlm
Posted: 20th Feb 2010 16:20
For exporting, use DirectX JT with skin and bones, loop animations and not right handed.

I dont really know how I should explain getting an animated entity to work.

Wheatley
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Posted: 20th Feb 2010 16:32
Whats |DIRECTXTJ| ???

Ocho Geek
17
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Location: Manchester, UK
Posted: 20th Feb 2010 17:22 Edited at: 20th Feb 2010 17:22
look at the export options, i assume hes talking about milkshape.

look around the options for .X

I believe you have to make a script to look or trigger the animation

I love Cheese; It Fills Me With Glees,
My Tastebuds it please; oh yes, i love cheese.
wayne davis rocks
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Posted: 20th Feb 2010 17:25
I always use fragmotion just export as .x and include all frames you can reverse the handedness if you like before fragmotion I had absolutely no luck with anima

Wayne Davis Band
Wheatley
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Posted: 21st Feb 2010 11:34
ok, so does anyone know any animation trigger scripts:

Ocho Geek
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Location: Manchester, UK
Posted: 21st Feb 2010 11:52 Edited at: 21st Feb 2010 12:05
heres the MAIN script with proximity



heres an extract of the FPE for the MP2 camera

;Animationinfo
animmax = 2
anim0 = 0,0
anim1 = 0,200

I love Cheese; It Fills Me With Glees,
My Tastebuds it please; oh yes, i love cheese.
Wheatley
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Posted: 21st Feb 2010 12:21
Why have you given me an ammo pick up?

And what do I do with the second one?

wayne davis rocks
17
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Posted: 21st Feb 2010 19:31
you make your animations to what ever you want but make sure you make the first 21 frames of it the death scene as fps uses the first 21 for the death animation after that you can make your animations whatever I recommend spaceing the animations about ten frames apart from each other, take note of the frames that make up each animation such as walk animation =frames 240,260 run animations =frames 270,290 then in your .fpe file you'll need to put those in if you plan on using a stock script or a waypoint script you'll need to make the walk animation number 2 in the .fpe hope this helps

Wayne Davis Band
Wheatley
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Posted: 21st Feb 2010 19:51
All I want is to make a hand come out of the ground...

I dont understand.

wayne davis rocks
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Posted: 21st Feb 2010 23:10
do you have your animation done if so export it to your entity bank and make sure you check add all frames....if you have tried it before make sure you delete all .dbo and .bin files everytime you try it or it will just keep reading the faulty ones

Wayne Davis Band
wayne davis rocks
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Posted: 21st Feb 2010 23:18
open a .fpe file for an animated character look at the bottom of the page where it says animation info or something like that go to the end of all that and make a new animation but name it next in line anima= 60 or whatever put the frames to your animation after that 30,40 ect whatever they are.......now make a .fpi script file with this in it

:state=0,plrdistwithin=60:animate=60,state=1
:state=1:timerstart,state=2
:state=2,timergreater=5000:state=0

This should make the hand come out of the ground every 5 sec provided that the plr is within 60 of the grave got it you can edit the anima= 60 to fit your needs and the plrdistwithin=60 to fit as well as the timergreater=5000 where 5000=5 sec

name your .fpi script gravehand and in your .fpe put gravehand in the main ai script portion

Wayne Davis Band
Wheatley
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Posted: 22nd Feb 2010 17:54
ok... thanks so much for keeping on coming back to this thread!!!!

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