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FPSC Classic Models and Media / Exported animation is not animated.in fpsc.

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Tobias_Ripper
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Posted: 9th Jul 2013 02:57
So I made a model in Blender, Rigged it with bones, animated what I wanted, wxported the .x file, copied an existing FPE File, reset the model path, reset the texture path, set

animmax = 0
anim0 = 1,249 - this is the animation

And as I insert the model, it is placed in its initial pre-rigged position as if there is no animation on it.

Isenstadt Studio: http://isenstadtstudio.com/
Composers Page: Milesthatch.com
starmind 001
FPSC Reloaded Backer
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Posted: 9th Jul 2013 03:21
Did you "Make Real" the armature?

Tobias_Ripper
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Posted: 9th Jul 2013 03:33 Edited at: 9th Jul 2013 03:35
Well I have parented the armature to the mesh "with weights" so I guess what you mean is that "Make Real" feature turns armature animation into a mesh deform animation.

I googled for the "make real" feature and found in only in the tutorial for older Blender version - which, bith all blender updates since, is quite hard for me to find relations in. I can no longer find the button within the latest Blender Version

PS: I think what I used may be reffered by the Blender-ers as the "Old Way" of bone control

Isenstadt Studio: http://isenstadtstudio.com/
Composers Page: Milesthatch.com
rolfy
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Posted: 9th Jul 2013 04:03
Quote: "animmax = 0"

Means zero animations maximum.
Tobias_Ripper
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Posted: 9th Jul 2013 04:10 Edited at: 9th Jul 2013 05:36
Oh and also I added the armature using SHIFT + A - not through the add modifier window.

Well after some research I have realized that the "make real" button has been removed in the later Blender versions.

OK then - What I need now is to figure out a way to apply armature animation to a mesh so that the animation would be present after I export the .x file.

Isenstadt Studio: http://isenstadtstudio.com/
Composers Page: Milesthatch.com
starmind 001
FPSC Reloaded Backer
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Posted: 9th Jul 2013 05:35 Edited at: 9th Jul 2013 05:36


Here is the "Make Real" for the 2.6 and up.


Also Rolfy has a good point.
Quote: "Quote: "animmax = 0"
Means zero animations maximum. "


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Tobias_Ripper
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Posted: 9th Jul 2013 05:37 Edited at: 9th Jul 2013 05:38
OH, so it was renamed then.

Isenstadt Studio: http://isenstadtstudio.com/
Composers Page: Milesthatch.com
Tobias_Ripper
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Posted: 9th Jul 2013 17:21 Edited at: 9th Jul 2013 17:25
I'm gonna need to do some searching as when I press the Apply button, it only captures the current frame position and then it, what seems line, de-parents the mesh from the armature.

Isenstadt Studio: http://isenstadtstudio.com/
Composers Page: Milesthatch.com
Tobias_Ripper
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Posted: 9th Jul 2013 22:28
Ok well it all stops before pressing "APPLY".

After I press "apply" the model captures the pose of the current key frame and that is it. If I move the timeline stroller, I can see the armature moving along it's animation, however the mesh stays at that pose that it was in when I pressed "apply"

Before pressing apply, my mesh is perfectly manipulated by the armature with automatic weights. I need to convert that armature animation to mesh deform animation to be able to export the animated mesh as a .x file

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

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