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FPSC Classic Models and Media / Is the Panda Bear too lazy?

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Zilla
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Posted: 22nd Feb 2007 16:37 Edited at: 22nd Feb 2007 16:40
I made an animation of a table. The drawer opens and a map appears.
The animation works fine in 3DSMax (see attached AVI) and I exported it with the Panda Exporter. I switched all the options in the exporter according to the info in the FPSC-download section.

Unfortunately, the Pandabear seems to feel a bit lazy, because it doesn't export all the animations (see attached FPSC-AVI in the following post).

Does anyone have an idea? Of course I could also upload the 3DS-Max and the FPSC-files if someone wants to analyze them.

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Zilla
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Posted: 22nd Feb 2007 16:40
...and here comes the FPSC-AVI.

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rolfy
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Posted: 22nd Feb 2007 16:47 Edited at: 22nd Feb 2007 16:51
Great looking idea zilla,the page I take it,is simply animated in max,try attaching it to a bone to animate the movement
You may have problem if player stands too close to the table however as the plane may pass beyond view when it comes forward.
Zilla
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Posted: 22nd Feb 2007 17:43 Edited at: 22nd Feb 2007 17:43
hi, rolfy

thank you very much for your help. i will try it with bones.
the funny thing is: when i load the 3dsmax file into cinema 4d, the animation also plays correctly, but when i convert it from cinema 4d into a x-file, the animation in FPSC looks like this (-> see attachment).

i also have problems with the collision detection. i saw in another thread that you encountered similar problems. what is the correct solution to it?

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rolfy
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Posted: 22nd Feb 2007 18:24
To solve collision,you need to reset xform,find it in the utilities panel in max,do this before animating.
Zilla
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Posted: 22nd Feb 2007 20:02
thank you, rolfy

now i remember that you or bond1 wrote this in another thread.
Locrian
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Posted: 22nd Feb 2007 20:26
Zilla, may I also add that collapsing the stack after the "reset x form" is also advised.

So in order you model using whatever you like. Most times I use editable poly, though use what you like.

Adjust the model to the 0,0,0 as you'd like and where applicable.

Reset x form

Collapse the mesh

Bone/animate/etc.
Zilla
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Posted: 22nd Feb 2007 20:53
thank you, locrian, for this detailed workflow!
Zilla
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Posted: 23rd Feb 2007 10:33
@rolfy & Locrian

it works (->see attachment)! thank you!
now that i know how to do it, i can create some nice textures for the table and the map

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Locrian
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Posted: 23rd Feb 2007 14:37
Good deal man.

Best
Loc
Zilla
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Posted: 5th Mar 2007 23:03 Edited at: 5th Mar 2007 23:06
Hi, Locrian

Here you can see the textured table:




The map:



And two in-game pics just to see if the textures are in the right place inside FPSC and that the alpha channel on the map is o.k. in the animation:





Note: There are no lightmaps yet, I still have to apply the normal- and specular maps.
Locrian
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Posted: 5th Mar 2007 23:13
Cool. Looks like ya got her figured out.
Good luck
Loc

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