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FPSC Classic Scripts / Rotating a character model with animations, possible?

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Obevu
14
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Joined: 13th Dec 2009
Location:
Posted: 15th Mar 2010 17:25
So I'm just wondering something. I was reading this post

Quote: "Hi. Hopefully those trying to get working boned and animated meshes into a .x format from Maya will find this useful. It is
not perfect, but it is the best solution I have found:

Workflow for getting maya meshes and animations into DBPro
1) Give up on trying to use any of the maya .x exporters out there ( including
polytrans). All of these have very unpredictable results.

2) Download the latest version of milkshape: http://chumbalum.swissquake.ch/ms3d/register.html
( after 30 days you must pay 25 EUROS – well worth it )

3) Download the ACTORX exporter for MAYA ( versions 3.0 –8.5 supported ),
and follow the instructions on how to install:
http://udn.epicgames.com/Two/ActorXMayaTutorial.html#Install%20the%20Plug-In

4) Make sure any meshes are triangulated in maya ( Mesh > Triangulate )

5) Use the ActorX exporter ( type “axmain” in the MEL command line ), and export
both a PKA mesh and a PSA animation file.

6) Load these 2 files into milkshape. Load the PKA mesh first and the PSA animation second. Click the ‘Animation’ button in milkshape, and press play…You should see the mesh animated ( it may be flipped on its side, but leave this for now. )

7) Your texture will not have been imported also…Hopefully somewhere you have whatever texture you have applied to your mesh in maya, in a .JPEG or know how to make one. Copy this .jpg to the same directory as where you plan to save your .x file.
Click on Materials in Milkshape, click on the material you want, and add your .jpg. Change the view in Milkshape ( right click in a window and selected ‘textured’). The texture should fit exactly as it did in maya as all the UV information is there !

8) Important : Save this animated, textured mesh in milkshapes own format. Failure to
do so will result in tears….

9) In Milkshape go to export > Directx( JT )
You will probably have to change the settings slightly for your project, but you will eventually get there ! I advise not trying to rotate the object ( its probably on its side ) in the exporter. When I tried this I got some messing up of the model. I simple rotated my object later in DBPro using the rotate object command.

10) Here is where things get weird…..On using the Directx(JT) exporter, and examining the .X file, you may find somethings not quite right, and want to go and tweak some export options…..fair enough…..YOU MUST LOAD THE SAVED MILKSHAPE FILE
( step 8 )
AND DO A ‘FRESH’ EXPORT EACH TIME…..DO NOT JUST KEEP RE-EXPORTING THE SAME OPENED FILE OVER AND OVER…..I’m not sure why, but each time you export using Direct(JT) something changes slightly in the model itself. After several times this becomes quite badly distorted……"


So at this part:
I simple rotated my object later in DBPro using the rotate object command.

I'm wondering if this is possible with FPS creator as well? Rotate an animated character model that's on its side, so i can correct it so it will stand up?
wizardious
15
Years of Service
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Joined: 18th Aug 2009
Location: Saskatchewan Canada
Posted: 18th Mar 2010 01:40 Edited at: 18th Mar 2010 01:41
Perhaps in the .fpe script?


;orientation
model = sas.x
offx = 0
offy = 0
offz = 0
rotx = 0
roty = 0
rotz = 0
scale = 80
fixnewy = 180
Obevu
14
Years of Service
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Joined: 13th Dec 2009
Location:
Posted: 18th Mar 2010 11:37
thanks !!!!

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