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FPSC Classic Models and Media / Milkshape 3D - Lower poly count?

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Desecrated Studios
14
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Joined: 16th Jan 2011
Location: Kirtona
Posted: 27th Jul 2011 21:29
So the custom rig that i had was about 17k polys which is WAY to much for FPSC. So i decided looking around for a way to remove some polys and i found the Direct X Mesh Tool in Milkshape. I lowered the polys i think to 8500 or something like that, and the model still looked alright!

Here's the problem, it removes all of my animations. PORQUE?!?! Is there a way i can fix this? Or is there another way i can remove the polys without removing the animations?

Please can a mod not lock this thread until at least one person answers, i really need some feedback on this...

Thanks for reading and i hope you can help me

-Josh
Website is under construction
System Specs: AMD Phenom x3 2.2GHz, 4GB DDR2 RAM, 1TB HD, HD Radeon 5770 1GB, 22in Acer Monitor
xplosys
19
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 27th Jul 2011 21:35
I believe the DirectX mesh tool in MilkShape only imports the mesh and nothing else, so there is no answer as far as MilkShape is concerned. You'll need to find another program to import with. Since I don't do that, I can't point you in the right direction. But someone will.

Brian.

Desecrated Studios
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Joined: 16th Jan 2011
Location: Kirtona
Posted: 27th Jul 2011 21:41
Well i may have figured it out, i think i need to use the DirectX mesh tool BEFORE i add the animations too it...

Which is the obvious thing to do, i will see how that goes and shall be back

Thanks for commenting xplosys!

-Josh
Website is under construction
System Specs: AMD Phenom x3 2.2GHz, 4GB DDR2 RAM, 1TB HD, HD Radeon 5770 1GB, 22in Acer Monitor
Bootlicker
16
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Joined: 29th Mar 2009
Location: Germany
Posted: 27th Jul 2011 21:42
reduce the polys of the new weapon before you rig it. that way you will finish with a low poly rig in the end.

so basically: i would start all over :L


Desecrated Studios
14
Years of Service
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Joined: 16th Jan 2011
Location: Kirtona
Posted: 27th Jul 2011 22:02
Yeah i know i need to start over, it sucks.. But hopefully the end result will turn out good, wish me luck!!

Im also rigging another gun to the m107 im testing it right now and will maybe upload pictures

-Josh
Website is under construction
System Specs: AMD Phenom x3 2.2GHz, 4GB DDR2 RAM, 1TB HD, HD Radeon 5770 1GB, 22in Acer Monitor
Desecrated Studios
14
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Joined: 16th Jan 2011
Location: Kirtona
Posted: 27th Jul 2011 22:58 Edited at: 27th Jul 2011 22:58
Alright so i decided to lower the poly of the first gun i rigged. I re-rigged it to the G36 because i liked the animations more, see the screenshot attached.

It looks fine! Except for one thing... The left hand is not really holding the gun, it's just floating there. Is there anyway i can edit the animations or somehow move the hand? If anyone knows how to do it would you maybe fix this for me?

Another thing, when he goes to reload i only want him to take the mag out and put it back in. I don't want that boltpull thing.. Anyway i can remove those animations?

Im sorry for making this request just i have no idea how to animate/edit animations. If anyone can help i shall be happy, and you shall get a gameboy --> XD

-Josh
Website is under construction
System Specs: AMD Phenom x3 2.2GHz, 4GB DDR2 RAM, 1TB HD, HD Radeon 5770 1GB, 22in Acer Monitor

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anayar
15
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Joined: 19th Aug 2009
Location: Minneapolis, MN
Posted: 28th Jul 2011 02:36
Quote: "Another thing, when he goes to reload i only want him to take the mag out and put it back in. I don't want that boltpull thing.. Anyway i can remove those animations?"

Just take them out of the gunspec

Quote: "It looks fine! Except for one thing... The left hand is not really holding the gun, it's just floating there. Is there anyway i can edit the animations or somehow move the hand? If anyone knows how to do it would you maybe fix this for me?"

Just move the gun lower till it rests in his left hand

Cheers,
Anayar


For KeithC
Desecrated Studios
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Joined: 16th Jan 2011
Location: Kirtona
Posted: 28th Jul 2011 05:18
I figured out the left hand problem, but where might i find that in the gunspec? Thanks for commenting Anayar, you seem to be the nicest person around here

-Josh
Website is under construction
System Specs: AMD Phenom x3 2.2GHz, 4GB DDR2 RAM, 1TB HD, HD Radeon 5770 1GB, 22in Acer Monitor
anayar
15
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Joined: 19th Aug 2009
Location: Minneapolis, MN
Posted: 28th Jul 2011 18:21 Edited at: 28th Jul 2011 18:22
Quote: "I figured out the left hand problem, but where might i find that in the gunspec?"

Im actually not too sure mate, It varies from gun to gun. Youre best bet is playing the Anim in Milkshape and paying attention tot he anim. frame numbers for the frames you dont want. Then go to the gunspec, and delete them out.

Here is an example:

Say I want to remove the anim frames where the gun dips below the screen on my Intervention. I open the model up in Milkshape (First import into Fragmo, then export as MS3D to retain anim data), and play the animation.

Now open up the Gunspec, and go to the part where it says "HUD Animation Frames List"
My gun's is below:


I want to edit the Fire part, you will want to edit the Reload part of the gunspec.

Go back to your model in Milkshape. Click on the Anim. Button to go into animation mode. There should be two boxes on the right which display the total number of anim. frames. Click on the third box from the left (it should say 1.0 or be blank... or say 0).

Go back to your gunspec and find the target anim. frames. For me its between frame 35 and 45. IDK what it will be for you, but it will be whatever anim. frames the reload anims are between. Anyways, now play with the anim frames... I entered 45 and worked backwards. You will want to do the same. As soon as the hands/gun get to the point of starting the bolt pull (or whatever anim. you want to remove), make a note of the anim. frame number.

Go back to your gunspec and enter the anim. frame number you noted down in place of the last number in your reload anim. list. I for example, found 40 to be a good point to stop the fire animation, so I would replace 45 with 40.
Final Gunspec:(Note: this is only the HUD Anim. frame part. You need not edit anything else )


Now save your gunspec and there you go, no more bolt-pull! Let me know how.if this worked for you

Cheers,
Anayar


For KeithC
Desecrated Studios
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Joined: 16th Jan 2011
Location: Kirtona
Posted: 28th Jul 2011 21:43
Im currently uploading a video onto youtube because i haven't made one in a while. It will have the gun im trying to edit.. If you can wait a little while i will post the link here

If you don't want to wait, i did what you said and he doesn't do the reloading part. HOWEVER, it looks all glitchy now. As in when he puts in the new clip his hands go all weird and then back to normal. It's hard to describe..

Thanks for commenting though Anayar! Im almost there

-Josh
Website is under construction
System Specs: AMD Phenom x3 2.2GHz, 4GB DDR2 RAM, 1TB HD, HD Radeon 5770 1GB, 22in Acer Monitor

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