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FPSC Classic Scripts / 3d model won't animate

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ScottyW
14
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Joined: 30th Apr 2010
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Posted: 1st Jun 2010 15:50
I need to animate a zebra in fps. I have so far succesfully imported the 3d model (as x file) from 3d studio max using panda exporter. If I try to export it as an animation file, it crashes fps when I test the level.

I figured it might be better to do the animation part as a script in fps anyway. However, using the stock scripts available eg 'pace' I can't get the zebra (which is imported as a an entitiy) to produce any movement. It does seem to do some rotation to face the player, but it won't walk, run or anything. I've tried different scripts but still no running zebra.

Does anyone know how I can get these scripts to work with my imported model? I'm pretty new at this.

Many thanks,
Scott
nikas
15
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Joined: 23rd Apr 2009
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Posted: 2nd Jun 2010 17:19
First make the model not only a x model but fpsc ready...to have the fpe files etc...Then make sure it is as character then make sure it is dynamic then make a script for your zebra or animate the model so it fits the stock sripts

ScottyW
14
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Joined: 30th Apr 2010
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Posted: 3rd Jun 2010 00:44
I have the fpe, dbo and bitmap files since I exported the x file and then used the make entity from x file program. Otherwise, I don't know how I would make it more 'fpsc ready'?
ScottyW
14
Years of Service
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Joined: 30th Apr 2010
Location:
Posted: 4th Jun 2010 12:03
Just thought I'd update this. It seems the problem was one of scaling. The object was originally too big in 3d studio max. Adopting the default scale of 3d max rather than the object seems to allow it to be inserted without crashing FPS

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