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FPSC Classic Models and Media / Is there a universal hand model in the packs which I can custom animate?

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Tobias_Ripper
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Posted: 30th Jun 2013 06:46 Edited at: 30th Jun 2013 07:16
I need plain hands, old army man hands which I can use to crate custom animations with. Is there a pack in the game maker which has a pair of empty hands?

Or are hands usually a part of the gun model? Like if I have a colt model. It would include hands in the .x file?

I believe what I am looking for are called stock FPSC hands. I can not find them in the Files folder of FPS creator.

Isenstadt Studio: http://isenstadtstudio.com/
Composers Page: Milesthatch.com
Wolf
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Posted: 30th Jun 2013 21:46
files, gamecore, guns. You can pick any gun that has hands, import it in your 3D editor of choice, delete the gun and there you go.

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Without struggle,no progress and no result.Every breaking of habit produces a change in the machine.
Tobias_Ripper
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Posted: 30th Jun 2013 22:14 Edited at: 30th Jun 2013 22:19
Ah, There you go, I couldn't find the file path. I beleive the manual will privide me with more information on how to trigger animations I make with it.

PS: I don't suppose there is a version availables with pre-set bones?

Isenstadt Studio: http://isenstadtstudio.com/
Composers Page: Milesthatch.com
Wolf
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Posted: 30th Jun 2013 23:10
Quote: "I don't suppose there is a version availables with pre-set bones?"


They all have bones, otherwise they would not be animated. What do you mean by "preset"?

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Tobias_Ripper
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Posted: 30th Jun 2013 23:24 Edited at: 30th Jun 2013 23:25
Oh well I mean I think they are only rigged within FPSC environment. I figured that when a hand is made, the modeller animated the hand to look in place/properly with each weapon and then the programmer assigns/riggs the correct hand animation to the correct weapon for which that animation has been made.

I thought that when you animate a hand in Blender/ Maya, Max or what not, you have all bones saved within the Project file, however when you export the animation, it exports it as an animated mesh, not a bone controlled hand.

That's a blank point in my knowledge since I've never done rigging.

Eseentialyl I need to come up with my own hand animations for things like conversations, hand gestures, things and movements that don't need to be rigged with external objects of the game like weapons, items etc.

Isenstadt Studio: http://isenstadtstudio.com/
Composers Page: Milesthatch.com
Wolf
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Posted: 1st Jul 2013 00:49 Edited at: 1st Jul 2013 00:49
Quote: "Oh well I mean I think they are only rigged within FPSC environment"


What? They have standart bone rigs.


Quote: " however when you export the animation, it exports it as an animated mesh, not a bone controlled hand."


I never used blender and I am aware that boneless animated meshes exist, I have never seen one though and I can guarantee you that the stock weapons all have bones.

Quote: "Eseentialyl I need to come up with my own hand animations for things like conversations, hand gestures, things and movements that don't need to be rigged with external objects of the game like weapons, items etc.
"


I see! So its not for an FPSC project then?

Well, you can use the scifi/glaive handset as it has both hands already fully rigged. Just remove bones and the mesh of the glaive and you can animate it.

This implies that you know how to animate the standart Bone/joint rigs. I am aware that software like maya and max have different, more modern bonesystems that make animating easier and more approachable...if this is what you are after, I cant help you.



-Wolf

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Without struggle,no progress and no result.Every breaking of habit produces a change in the machine.
Tobias_Ripper
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Posted: 1st Jul 2013 03:23
Oh no the project is based in FPSCR, what I meant is that I will be animating my own arm movements. Now obviously using bones will be a tonn easier to animate the arms. However I found that upon import, into blender, or even 3D Modelling App provided on TGC shop, the bones do not show up, which means that I have to re-rig the arms myself.

As far as I understand (which is probably wrong), the bones only exist within the 3D animation program and all that comes uot upon export are animated meshes.

Isenstadt Studio: http://isenstadtstudio.com/
Composers Page: Milesthatch.com

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