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FPSC Classic Models and Media / Tutorial: Ragdoll anims for characters

Author
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The New Noob
User Banned
Posted: 27th Mar 2011 10:22
What you need:

Zombie apocalypse model pack or Mob Zombie 1\2\3\4\5\6\7 or 8 Model
An entity to have the ragdoll anims
Fragmotion

Step 1. Import the X file into fragmotion of the entity that you want to have ragdoll anims.
Step 2. Click on the animation that says Anim-1 and delete it.
Step 3. Click File -> Merge Animation
Step 4. Browse to the mob zombie model and double click it.
Step 5. Click File -> Export
Step 6. Click match bones and click ok
Step 7. If the original model was for example Specialist.X save it as SpecialistR.X
Step 8. Make a copy of the original entity's FPE file and edit the copy with notepad.
Step 9. in notepad edit the following line:

anim11 = 0,19

to look like this:

anim11 = 3310,3370

Step 10. Save your changes to the FPE File.
Step 11. Try the model out in Test Game.

If there are any bugs then contact me via posting something

rolfy
20
Years of Service
User Offline
Joined: 23rd Jun 2006
Location:
Posted: 27th Mar 2011 17:31
Why would you go to the trouble of deleting the animations from the models when you can simply remove them in the entity .fpe?
Looks like your doing both, a lot of work for such a simple thing.
Seth Black
FPSC Reloaded TGC Backer
21
Years of Service
User Offline
Joined: 22nd Feb 2005
Location: Pittsburgh, PA
Posted: 27th Mar 2011 18:21 Edited at: 27th Mar 2011 18:22
Quote: "Why would you go to the trouble of deleting the animations..."


...he's only deleting the stock FPSC biped animation set, and replacing it with
the Mob Zombie custom animation set, with the merge.

These contain Bond1's custom ragdoll death animations, along with the zombie
animation frames.

Assign any of the Zombie Apocalypse mob zombie scripts, and this character will
now have all of the same functionality.

This tutorial is actually more about taking a stock biped character and assigning
a custom animation set to it.

It'll be useful for many folks, I'm sure.

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