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FPSC Classic Models and Media / How to fragMOTION in FPS Creator?

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Game Technology
16
Years of Service
User Offline
Joined: 28th Feb 2010
Location:
Posted: 12th May 2010 12:03
Does anyone know how to create models in Fragmotion? And how to import that in FPS Creator. So, is there anyone who can explain me that?
Joseph K
User Banned
Posted: 12th May 2010 18:02
Create models in Blender
Animate in Fragmotion or Milkshape.
The Zoq2
16
Years of Service
User Offline
Joined: 4th Nov 2009
Location: Linköping, Sweden
Posted: 12th May 2010 19:38
I create models in anim8or

and animate in fragmotion

Srry about my english im from sweeden
seppgirty
FPSC Developer
17
Years of Service
User Offline
Joined: 3rd Jul 2009
Location: pittsburgh, pa.
Posted: 13th May 2010 00:34
i model in truespace and animate in milkshape. (there are many tutorials for milkshape and almost none in fragmotion) altho i think i saw a rigging tutorial for fragmotion on youtube. search on there..

gamer, lover, filmmaker
Game Technology
16
Years of Service
User Offline
Joined: 28th Feb 2010
Location:
Posted: 13th May 2010 11:18
thanx seppgrity but can you me learn milkshape i don't know how it works
Nbt
16
Years of Service
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Joined: 11th Oct 2009
Location: Behind you!!
Posted: 14th May 2010 15:20
I do everything in Fragmotion from making the model, UV Mapping, finalising (after a trip to Pain.Net to make the texture)
Then export to .x (with "Flip Handedness" ticked as .x flips the axis') and ready to go.

Then it's a simple matter of making the .fps, .fpe file(s) and 64x64 .bmp icon to make it FPSc ready.

I don't use any of them segment/entity makers etc, as they don't give me any real freedom (for me anyway) and just edit a copy of a .fps, .fpe file to reflect the new mesh etc.

I do own Max and use it quite a lot, but still seem to full back to Fragmotion, due to max's poor exporting and Fragmotion's better UV Mapping tools (in my opinion anyway).

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