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FPSC Classic Scripts / Proble with perfect polygon hit detection on talking character

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Sparrowhawk
13
Years of Service
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Joined: 12th Apr 2011
Location: Planet Magrathea
Posted: 2nd Jan 2012 00:52
Hi,
I have set up perfect poly hit detection on the talking ww2 'thug'. The issue is, when the perfect poly co-ordinates are in place:

The facial talking animation doesn't work.
If I put the line:

then the perfect poly hit detection doesn't work.
Anyone know a way of having Perfect poly hit, and talking character?
Cheers
007
13
Years of Service
User Offline
Joined: 22nd Aug 2011
Location:
Posted: 3rd Jan 2012 20:49
Dear Friend,

As far as i know, FPSC creator has a bug with talking characters and Limb Detection on ragdoll characters.

From what i heard here in the foruns, the limb detection with ragdoll in FPSC does not support the extra-limbs used for facial animation.

When studying how to have Ragdolls and Perfect Pixel Collision in Custom Characters Models for FPSC, i found that the best to create a character for FPS Creator, is to using the default FPSC Biped (it1s avaiable in the TGC site to download).

The problem is that this BIPED is for 3dsmax users, however, you can create your character in any 3d package, as soon as you follow the default FPSC Skeleton Naming, which in practice, is the same naming convention used in a default 3dsmax Biped (Bip01 Head, Bip01 Neck, Bip01 Spine, Bip01 Spine2,....).

And to avoid any problems with ragdolls and pixel perfect collision, you must use the SAME NUMBERS OF BONES AND JOINTS OF THE DEFAULT FPSC BIPED.

If you use any extra bones, you will have a lot of problems, as i tested it extensively, and noted this.

Hope could be helpfull.

Cheers

007

Goldenye 007 N64
Sparrowhawk
13
Years of Service
User Offline
Joined: 12th Apr 2011
Location: Planet Magrathea
Posted: 6th Jan 2012 19:15
Ah, that explains why then, thanks,
Sparrowhawk

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