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FPSC Classic Models and Media / Please help with zombie animation

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Programador hispano
18
Years of Service
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Joined: 11th Jul 2006
Location: Dallas, TX
Posted: 6th Nov 2010 23:53
Hello, I made this test zombie.
It idles fine but when it starts to walk it flips horizontally for a frame or 2 and then plays the walk animation, it also does the same when it rotates to attack the player.

I loaded the .x file in AnimationX viewer and the animation plays just fine. I doubled checked the animation from the fpe file and is fine compared to the one with the viewer. Here are the files, please any help?

This is just a test, I know the texture need a lot of work.

put/transfer the zombie1.fpi file to scriptbank/people folder, ejverything else can go in the user file.

Do not use this zombie or any of the files in your games, I will post a better one later, after I figure out what is going on with the animation

...........(o o)........
--oooO--(_)--Oooo---

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Programador hispano
18
Years of Service
User Offline
Joined: 11th Jul 2006
Location: Dallas, TX
Posted: 6th Nov 2010 23:53
in game screen

...........(o o)........
--oooO--(_)--Oooo---

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Seth Black
FPSC Reloaded TGC Backer
20
Years of Service
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Joined: 22nd Feb 2005
Location: Pittsburgh, PA
Posted: 7th Nov 2010 21:08 Edited at: 7th Nov 2010 21:11
...you've exported the .x from Milkshape.

I'll run it through FragMOTION, and see what happens.

The description you give sounds very much like an old bug that I used to see
years ago, when using custom exported characters.

Programador hispano
18
Years of Service
User Offline
Joined: 11th Jul 2006
Location: Dallas, TX
Posted: 8th Nov 2010 16:10
thank you seth
Yes, I exported it from Milkshape 3d 1.8.4 and I am using FPSC 1.17.009, windows 7

...........(o o)........
--oooO--(_)--Oooo---
Seth Black
FPSC Reloaded TGC Backer
20
Years of Service
User Offline
Joined: 22nd Feb 2005
Location: Pittsburgh, PA
Posted: 11th Nov 2010 17:51 Edited at: 11th Nov 2010 17:52
Review:

-The skeleton's [i]FIRST BONE aka BODY BONE is too high, it needs to be dropped to the floor.

-The model's feet are not positioned on the floor. It should be repositioned.

-The model vertices are not assigned properly to the skeleton. This should be corrected.

-Unused and extra bones are cluttering the skeleton hierarchy. These should be removed.[/i]

A sloppy skeleton and sloppy mesh will yield sloppy performance, in FPSC.

Making changes to the skeleton and mesh as noted above, will most likely improve
performance, and may go a long way in correcting the animation glitch you've been
experiencing.

Conjured Entertainment
AGK Developer
19
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 11th Nov 2010 23:07 Edited at: 11th Nov 2010 23:09
I think it used to be the difference between one program numbering the first frame as zero, and another program numbering the first frame as one.

You might try editing the FPE's animations assignments by one frame if all else fails.

   Conjured Entertainment

 WARNING: Intense Madness
Seth Black
FPSC Reloaded TGC Backer
20
Years of Service
User Offline
Joined: 22nd Feb 2005
Location: Pittsburgh, PA
Posted: 12th Nov 2010 18:43 Edited at: 12th Nov 2010 18:46
...you're probably on to something, Conjured Entertainment.

The quirky pivot point, during that funky glitch in FPSC, occurs conveniently right
at the point (mid thorax) where the surplus cluster of cloned BODY BONES are in
his model.

This leads me to suspect that they contribute as well.

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