Quote: "Do what Pvt.Dan said to do. Just doing the "offsety=x" isn't enough. The animations also need to be offset.
You need to raise it up for everything, all animations included"
Nope not the problem.
Quote: "Bring it up, as in moving the model up in your software and then export it, or just use Page Up in FPSC."
Nope wasn't that either.
Quote: "Also add a ROOT bone or MAIN bone."
Nope not that. Wait that was me!
So, I fixed your model even added an idle animation and made a small script. I tried all day to make this work. And I do mean all day. I was so out of practice with fpsc and blender that I just couldn't make them talk at all. To fix this, I had to make a new model and animated it. Don't worry I didn't remake your model. For my little test I made a simple sphere gave it 2 bones, small animation, simple texture and exported it. Took me 3 trys to finally see the problems. So, let me explain what the problems were.
First problem:
Blender has updated the export script for direct x. Not a big deal, but half the stuff I was good at, I had to learn all over. I had to learn which setting worked and which ones didn't. I will describe what setting later.
#2 problem:
Your model that you sent had way to many vertices for fpsc. Your model had over 30,000 vertices! Not a bad thing, but for what you had, fpsc cried way to much.
#3 problem:
I am going to be honest here, no matter what I tried your original c.blend would not produce a good .x file. I think might have had to many bones as well. You had 30 bones.
#4 problem:
No ROOT bone. When fpsc first started you didn't need to have a root bone, but later on it became a need. Hence, why everyone kept saying " offset the y 30 " .
So, what fixed it?
#1) A hammer! Just kidding, but I was beginning to want to beat it with a hammer.
#2) Settings. I noticed that if I selected " Export Skin Weights , Export Armature Bones, Export Rest Position, Export Animations " and (Very Important) Untick " Export Selected Objects Only ", Everything worked. However, this did not work in your c.blend. Maybe due to everything wrong within the file, it was better to start from scratch.
#3) Like I said, better start from scratch and that was what I did. I exported your model to .obj file and opened a clean scene. Created a new armature with reduced bones. Decimated the mesh by half to retain the uv map. Gave it your animations and a new idle animation.
#4) This next part really got me most of the day and it wasn't until my simple model that I found it. In the old days of blender and fpsc, the ROOT bone did not need to deform, but Now it needs to deform. Small pointer, turn the deform off for bones weights i.e. automatic weights, and turn it back on before export. Now i thought it was just fpsc v1.20 causing this problem, but I went to v 1.15 and it still needed it. So I am guessing it has something to do with the export script from blender.
#5) I got nothing for this. I done.
I do have a few pointers for you. Sculpting high res models is great and I applaud you for doing so, but start off with a low res model that will be your actual in game model and bake the high res model onto that one. Otherwise, you get the fun job of shrink wrapping the model afterwards. or do like you did and leave it. Just more work though.
Lastly, keep the model in the middle(0,0,0). Your model was 3 floors down and 3 floors away from it's origin. By keeping it centered, it is easier to fix if needed.
Well, that's all I had for you. Model is attached, just unzip to your files and play!
Enjoy!
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