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FPSC Classic Product Chat / Animation in FPSC (bones needed?)

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mgarand
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Posted: 9th Sep 2010 19:48
Hey guys

I never really import an animated model in fpsc, but when i tried to do this, the model didnt play the animation. I didnt use bones for the animation, does an animation in fpsc need bones?


Thanks guys!



Creativity is inventing, experimenting, growing, taking risks, breaking rules, making mistakes, and having fun.
Bootlicker
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Posted: 9th Sep 2010 20:01
as far as the smallness i know about modelling it does need bones. Thats from my experience from rigging however, there may be another way to do it, but i dont think so


mgarand
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Posted: 9th Sep 2010 21:43
Well i basically animated a gate, with rotating stuff etc



Creativity is inventing, experimenting, growing, taking risks, breaking rules, making mistakes, and having fun.
Opposing force
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Posted: 9th Sep 2010 22:47
Yep, you need bones. I don't know what software you use but try Milkshape. It's good for doing bone based animation and it's really simple to use.
DVader
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Posted: 9th Sep 2010 23:55
I would doubt you NEED bones. I haven't tested yet, but would imagine any animation would work. This package was created in db pro, I highly doubt it is doing any more than running an animation file.

http://s6.bitefight.org/c.php?uid=103081
seppgirty
FPSC Developer
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Posted: 10th Sep 2010 00:58
you must do bone based animation. that is why the dark matters models don't work in FPSC. because they are vertix animated models. you also can only use .x or dbo animated models

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mgarand
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Posted: 10th Sep 2010 08:15
ah i see, that's my problem then thanks guys!



Creativity is inventing, experimenting, growing, taking risks, breaking rules, making mistakes, and having fun.
Pirate Myke
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Posted: 10th Sep 2010 22:04
I have made a couple of animated model for FPSC.
These do not use bones. They took a few tries to get them to work.
These are simple animations that are basic rotations.

Thread link below:


http://forum.thegamecreators.com/?m=forum_view&t=174119&b=24

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Nbt
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Posted: 11th Sep 2010 03:01
Quote: "I have made a couple of animated model for FPSC.
These do not use bones. They took a few tries to get them to work.
These are simple animations that are basic rotations.

Thread link below:


http://forum.thegamecreators.com/?m=forum_view&t=174119&b=24"


All your models use bone animation from what I can see.

Swing Chair has 68 bones
Safe = 21 bones
Tyre Swing = 8 bones
Rocking Chair = 2 bones (animated by rotation on the root bone)
Baby Rocker = 2 bones (animated by rotation on the root bone)

DonWON
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Posted: 11th Sep 2010 03:06
Just for reference, you do NOT have to have bones and in fact its easier to animate non character models without them. The fpe is whats limiting you from seeing the animation and also the model must be set as dynamic. The fpe must also reference a script that makes the animation run. Not as easy as just animating and importing it thru EntityWorkshop. Just make a fpe for the model, put the model in the folder of choice with textures, and a script that makes the animation run automatically thats called in by the fpe.

I have made all my non character models this way from doors to big machinery. No bones needed and from my experience not preferred.


Nbt
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Posted: 11th Sep 2010 03:18
Quote: "No bones needed and from my experience not preferred."

Strange then that all the stock doors etc use bones ?

DonWON
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Posted: 11th Sep 2010 03:27
Maybe so but none of mine do and they work flawlessly. Its a personal preference I think but if you dont know how to use them and export them then why bother as long as you are not animating a character. I have even seen some weapons on here that have no bones and animations work fine. If your only animating non characters then its up to you as far as the bones go. They are not needed but if you know what your doing then they can be helpful in some ways.

In my trials and errors I have found manipulating the models or parts of the models pivot point to work at your advantage is just as good as the bone. Maybe I can get a tutorial for those wanting it with my take on animating stuff like doors or machinery. Download my segment pack and you can see that none of the models that animate have bones in them.


Tombsville
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Posted: 11th Sep 2010 05:15
Quote: "Download my segment pack and you can see that none of the models that animate have bones in them."


uhm...'SFDoor5door.x' has at least 12....

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DonWON
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Posted: 11th Sep 2010 05:21
I am thinking you are confused at what bones are. I would love to see some screenshots of the bones you say are there. What program are you using to import the models?


Gamer X
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Posted: 11th Sep 2010 05:32
I believe I know what is going on here.

1. you can animate and export models without bones (I have done a tutorial over it myself)

2. If you open a model that is animated without bones into let's say fragmotion, it will show that the model is using bones. This is just something that the program you upload it into uses to store animation sequences.

3. all animation sequences need to be placed into the .fpe file for the model in order to make it all work.

Finale Verdict

Bones are not a must unless you are animating a complex model such as a character. A simple model such as a door doesn't need bones unless you plan on doing something complex.

Tombsville
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Posted: 11th Sep 2010 05:54
Quote: "If you open a model that is animated without bones into let's say fragmotion, it will show that the model is using bones."


Yep, Fragmotion shows bones in all the models.

Never knew thats how it worked for animation with 'no bones'...

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DonWON
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Posted: 11th Sep 2010 07:35
Thanks for the explanation. I thought he was using Frag as soon as he said 12 bones. Besides who in there right mind would use 12 bones to animate a door.

Gamer X, I was actually talking about your tutorials on the weapons when I stated I had seen them without bones on here. Sorry I couldn't remember where I seen that.


Pirate Myke
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Posted: 11th Sep 2010 07:58 Edited at: 11th Sep 2010 08:10
I do not use these other programs, I just use 3d Max for my modeling and with no bones.
Maybe there process is automated to include this stuff. In my understanding, the only thing import with the bones are how the links and pivot points work connected to the mesh. This is why I only used simple rotational key framed animation for these simple models. Gamer X, Explained what could be going on. Again I only use 3d Max.

Here is a max tutorial on rigging with no bones. Very well explained.

http://cgswot.com/tutorials/3d-tutorials/131-22-rigging-without-bones.html

This is how I did mine, But I did not even use the dummies. But I probaly should for good animation practice.

The animations I did from the other thread link posted, In my opinion didnt need the extra baggage.

I guess the point is, there are many ways to do things.
No disrepect to any one. NBT does great work on modeling and I have a lot to learn from his examples.

Nothing but coffee in my veins
Tombsville
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Posted: 11th Sep 2010 15:30 Edited at: 11th Sep 2010 15:34
On a side note, anyone who has not checked out DonWon's scifi pack should do so. The pack alone is excellent work but the animated doors are absolutely STUNNING.

Great tutorial link, Pirate Myke!

You're right, something new to learn all the time!

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Gamer X
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Posted: 11th Sep 2010 15:57
I'm glad I could clear this up for you all.

Tombsville
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Posted: 11th Sep 2010 18:40 Edited at: 11th Sep 2010 18:43
Quote: "I'm glad I could clear this up for you all."


That you did, Gamer X!



(where might one find your tutorial? searched the boards but didn't find it...)

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Gamer X
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Tombsville
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Posted: 11th Sep 2010 22:06


WOW!

Lots of tutorials (and video tutorials at that!)

Thanks again, Gamer X!



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DVader
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Posted: 12th Sep 2010 17:45 Edited at: 12th Sep 2010 17:49
Lol, I can't believe this thread is still going strong. You only have to think for a moment how DB Proffesional works, to realize bones are an option, not a must. All fps creator is doing is reading in the fpe file, and using that to work out what code to run. As animations in DB Pro work with both bones and linked rotation animations, both will work. All DB does is play an animation from frame a to frame b.
For animating characters, bones are the best method, but for doors, draws and other basic move or rotate anims it is just as easy, in fact easier, not to use any bones at all. For example make a rectangle door shape, move the pivot point to one side of the door and make an anim rotating it on the y axis. Faster than adding bones, skinning etc. The very name bones, implies you use it on something that actually needs a skeleton. So a human, or a machine, but not a simple door. Really depends on what you need in the end.

http://s6.bitefight.org/c.php?uid=103081

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