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FPSC Classic Product Chat / Having trouble animating Zombie Apocalypse model to it's sit position

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TerrorNation
16
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Joined: 18th Dec 2009
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Posted: 3rd Aug 2010 21:32
I have the script here:



(The reason for nobulletcol is to stop the player shooting the zombie and drawing blood as it is a corpse).
Nbt
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Joined: 11th Oct 2009
Location: Behind you!!
Posted: 3rd Aug 2010 22:10
I'm not a great lover of using this way to create a static corpse myself. You can get problems with any kind of physics regarding your corpse, plus it's still a dynamic entity in regards to lighting, shaders etc.

Why not just open it up in a 3d app, remove all animations and using rotate on bone (or whatever your app has) get it in the right position then re-import as a new mesh into FPSC ??

Zay
16
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Joined: 2nd Dec 2009
Location: sLOVEina
Posted: 3rd Aug 2010 23:41
I would love a detailed step by step tutorial on how to do that!

Contact me in Skype,name- nejcplan
Nbt
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Joined: 11th Oct 2009
Location: Behind you!!
Posted: 4th Aug 2010 01:22
Here is a quick and dirty video of one of bond1's excellent brutes becoming a sitting duck
http://dcforums.org.uk/fpsc/Sitting_Brute.wmv
Sorry I only have Fraps and do not know how to make it capture the entire screen, so you cannot see what I am clicking in the menus

1) open model
2) select the bone you wish to bend (rotate) the mesh on. I chose the belly button bone ^_^
3) set rotate on primary bone and lock all axis except X (the left right one)
4) use select vertex and select all the ones below the bone your going to bend on, or the part you wish to bend (rotate)
5) bend the sucker to how you want.
6) you can now delete the skeleton if you want, I did and left one bone at 0,0,0 location. Then used the Transform menu to sit the model on the floor.
7) delete the animation, as that's of no use now.
8) your done, export your model as a new name (also do not flip handedness as it is already an imported .x file and not needed)
9) copy over to your FPSC entity folder (place in same folder it came from) and make a clone (copy) of the .fpe the original model used and just name it "sitting brute" or whatever and make sure you update the brute.x part in the .fpe with your new mesh name.

Your done
Here he is sitting in game.

and the moral of the story is Smoking Kills :p

TerrorNation
16
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Joined: 18th Dec 2009
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Posted: 4th Aug 2010 14:08
@Nbt

Thanks for the help!

PS I have the free version of fragMOTION, so could I edit a model and still be able to use it commercially?
Nbt
16
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Joined: 11th Oct 2009
Location: Behind you!!
Posted: 4th Aug 2010 15:50
As far as I know using the demo of fragmotion does not matter in regards to then making money from your models. It just pops up lots of annoying smiling Cyclops is all

Best investment I ever made (next to FPSC) was buying fragmotion In fact I bought two so I could use it at work lol

TerrorNation
16
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Joined: 18th Dec 2009
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Posted: 4th Aug 2010 20:02
@Nbt

Thanks for the info and I might try out your method.

On another note, does anyone know why my script is not working?
TerrorNation
16
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Joined: 18th Dec 2009
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Posted: 5th Aug 2010 14:04
Ok, I have changed the script so that the entity does run its sit animation, but it keeps looping:

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