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FPS Creator X10 / Character Mesh Distortion Issue

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Viktor415
17
Years of Service
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Joined: 25th Nov 2006
Location: Portland
Posted: 2nd Aug 2009 22:36
Wow, So I finally got my model imported into X10...but with problems... For some reason if i just import the model exported out of character workshop as a static entity it looks just fine, but no animation.... if i add animation to it with the whole FPSC skeleton and bones stuff then use the make Entities through X-files thingy, then the animation works, but my character model looks like betty spaghetti; Super skinny frail and wiry. The wiry version works great other than its f'd up appearance

This is how it should look



this is how it looks





seth zer0
18
Years of Service
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Joined: 22nd Apr 2006
Location: Fort Walton Beach, FL
Posted: 3rd Aug 2009 05:19 Edited at: 3rd Aug 2009 05:20
That's because it's not set up for rag doll physics. I would help you there but... I have know idea how to set up a model for rag dolls sorry man. But nice model though..

Viktor415
17
Years of Service
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Joined: 25th Nov 2006
Location: Portland
Posted: 3rd Aug 2009 11:32
but it looks all skinny b4 it ragdolls, it seems to be as skinny as the bones under it

seth zer0
18
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Joined: 22nd Apr 2006
Location: Fort Walton Beach, FL
Posted: 4th Aug 2009 08:22
It looks okay in the first screen shot.. Does it just get skinnier as it moves.

budokaiman
FPSC Tool Maker
15
Years of Service
User Offline
Joined: 24th Jun 2009
Playing: Hard to get
Posted: 5th Aug 2009 02:01
This doesn't really apply to the subject, but I was wondering how you got the water to look like mud.
Viktor415
17
Years of Service
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Joined: 25th Nov 2006
Location: Portland
Posted: 5th Aug 2009 08:33
lol, @ seth: that first picture is just the model imported as a static mesh, not the same entity, i just showed that screenshot to show you how he's supposed to look

@ scorpion: thats just a default texture in X10

seth zer0
18
Years of Service
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Joined: 22nd Apr 2006
Location: Fort Walton Beach, FL
Posted: 5th Aug 2009 11:44 Edited at: 5th Aug 2009 11:58
Well then it looks good as a static model lol (wondering why it was standing like that.).. But on to maybe the problem, what is the scale of your model is it all set to 0 except for the scale in the .fpe which should be some where from 80 - 100.
(;orientation
model = your model name here.x
offx = 0
offy = 0 <= might be that if it's a differnt number from the rest(just a guess.)
offz = 0
rotx = 0
roty = 0
rotz = 0
scale = 80
fixnewy = 180
my thought would be more to the y axis cause of how tall it is.)
or have you check the bones and made sure there rigged to the model right..

crumbaker
User Banned
Posted: 5th Aug 2009 11:58
strangest problem I've ever seen. Your animation software isn't changing the parameters of your model is it?

I honestly have no idea other then that. If all else fails you could always make a Stretch Armstrong game.
Jingle Fett
16
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Joined: 20th Dec 2007
Location:
Posted: 5th Aug 2009 19:22 Edited at: 5th Aug 2009 19:26
Hmm, very interesting...nice character by the way...could it be you used the wrong settings with pandasoft when exporting?

seth zer0
18
Years of Service
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Joined: 22nd Apr 2006
Location: Fort Walton Beach, FL
Posted: 5th Aug 2009 22:08
@crumbaker lol.. Haven't heard that name in a long time..

Viktor415
17
Years of Service
User Offline
Joined: 25th Nov 2006
Location: Portland
Posted: 6th Aug 2009 00:09
I dont know what the deal is with stretch armstrong, but i do know whats causing it now... for some reason it happens whenever i load the FPSC skeleton over my original skeleton, it distorts the figure in 3dsmax a little but it still looks fine, but when i make it an x.file the doo doo hits the fan... so i tried just applying the FPSC animations without replacing the skeleton and it exports and imports into FPSC just fine except my model is a midget (which is a quick fix) and more importantly the animations are scrambled. For example, the grenade throw animation occurs when the character reloads, and the walk forward animation plays when the character sidesteps... I believe the cause of this is that the "firespot" tag that tells FPSC where the character holds the gun is not present in my custom skeleton.... not sure why that would scramble the animations but ill look into it

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