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FPSC Classic Models and Media / Making Characters FPSC ready

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2Beastmode4u
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Posted: 28th Jul 2011 21:46
So, I want to make a model into a character. I don't know what to do for the limbs and how too let FPSC know what is the front and what is the back. Is there somewhere I can find this info from?
Thanks.


Cheers.

God help me, Please.
anayar
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Location: Minneapolis, MN
Posted: 29th Jul 2011 04:46
You have to rig the model to the fpsc skeleton mate Look in the Community Guide, there is a tutorial on doing just this. Also Bond1 and someone else made a tutorial a while back... try searching for it.

If none fo these help you, I have something that sounds like it would be perfect for you Shoot me an email if your interested

P.S: Hows the RAR opening coming?

Cheers,
Anayar


For KeithC
2Beastmode4u
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Posted: 29th Jul 2011 20:40
I'll take a look at the community guide but I'll be sure to email you soon.


Cheers.
P.S.
It isn't going well. For some reason they say that they will open rars but not every version...

God help me, Please.
seppgirty
FPSC Developer
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Posted: 30th Jul 2011 01:31
go to my site http://www.chaosbrosfilms.com go to joes page. you will find a video tutorial for download on how to rig a character to a fpsc skeleton using fragmotion

gamer, lover, filmmaker
2Beastmode4u
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Posted: 30th Jul 2011 02:29 Edited at: 30th Jul 2011 02:34
Thanks, but what if I want to make something that isn't a person into a character?


Cheers.

God help me, Please.
anayar
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Posted: 30th Jul 2011 04:19
Quote: "Thanks, but what if I want to make something that isn't a person into a character? "

Now that! Okay, so first you have to create bones for the model, rig the parts of the model to the specific bone and then animate the bones. I would suggest Googling it (animation in Milkshape tutorial). Your bound to get something useful

Cheers,
Anayar

P.S: Replied


For KeithC
starmind 001
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Posted: 30th Jul 2011 05:18 Edited at: 30th Jul 2011 05:19
What are you wanting to rig? If you are wanting to rig a humanoid then I would use the stock biped. For a weapon use a stock weapon rig that is close to the animations you want for your weapon. If it is something that just spins and floats or one or the other, you can use a script to do that animation.

Now if you make something that is original, then you will need to make a complete new rig. With making a new rig for fpsc you will need to have one joint or bone at x,y,z zero(0,0,0) It also helps to start your mesh at this point or just above the grid plane. Depending on the program you are using that first bone can be seperate from the rig.

Here are some examples for you. As you can see this isn't a stock rig. Most of animating that I learned came from more trial and error. Also find an animations that you wonder how they did the animation and just watch. I did that alot with EAI's animations when I first started making my own stuff. I even played WOW for hours and just watched how stuff moved around. I can't forget my best asset youtube. I hope this helps some to get you started. IF you want send me a pic of what you are wanting to animate and I can quickly draw onto the pic how I would build the rig for you.



2Beastmode4u
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Posted: 30th Jul 2011 06:13
@anayar
Thanks. On a side note, I replied to your email.

@starmind
Ok, that is amazing! What I was trying to rig were 2 things.

1. A car

2. A Helicopter

I'll send you some pics.


Cheers.

God help me, Please.
starmind 001
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Posted: 30th Jul 2011 20:07 Edited at: 30th Jul 2011 20:08
Ok here you go a car and a helicopter.

CAR RIG:

1) Start with the ROOT bone or joint. Position this at (0,0,0)

2) Extrude or add another bone and call it Body. This will be where you will assign all non moving parts, like the body of the car. If you don't have any moving parts, just assign all to this bone and move to the last step.

3) Next extrude or add joints to the center of the tires. If you have a full engine and trunk compartments this would be a good time to extrude to the edge center of where the hinge should be. The same thing for the doors. If you don't have the need to rig the hood, trunk, tires, or doors then you can skip to the last step.

4) At each of the tires extrude two bones or joints. These will help show you if the tires are rotating in the right direction. They do not get assigned to any part.

5) If you have doors, hood, and a trunk, extrude one bone or joint to the other edge doors, hood, and trunk. Assign your door, trunk and hood to this final bone or joint. Now the bone before this will be your hinge point for opening and closing.

6) Your model in now ready to be exported.

HELICOPTER RIG:

1) Do the above steps but add one more bone right before the Body bone. I call this the Float bone. If you want the Helicopter to appear as it is floating above the ground this is a good way to make it happen. What this does is fpsc has to have a floor segment to move around and this allows for it to do so. Now this bone is also very important for the rest of the animations. If you want to have the helicopter fly above the player's head then you have to think how many segments above the player do I want this to fly and then move that bone or joint to that height and key frame it. It sounds complicated, but it is really not.

2) For the Propeller, there are two different ways of pulling it off. You can Rotate the bone really fast or you can add a plane with a texture that shows the speed. I would use both. Start the propeller rotating and in one keyframe scale the plane with the speed texture to look like the prop has met at full speed. The plane will take four more bones or joints to make it work right.


Hopes this helps and I look forward to what you come up with.

EXAMPLES:



2Beastmode4u
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Posted: 30th Jul 2011 20:12
So, the joints don't have to be names specific things like L toe?
Also, what about the .fpe file. Do I put limb detection in there?


Cheers.

God help me, Please.
starmind 001
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Posted: 30th Jul 2011 21:08
Quote: "So, the joints don't have to be names specific things like L toe? "
Yes, but with a car or helicopter they don't have toes. For limb detection, you will need to give each joint a name so that when it is put into fpsc the fpe can detect the the needed bones. You will need to play around with all of it to get the desired effect. The only bone that is important to name is the ROOT or MAIN bone. If you do not the model will appear ingame either in the floor or under.

All of this will come down to trial and error. I would start with something small for rigging and work my way up to more complexed models.

2Beastmode4u
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Posted: 30th Jul 2011 21:20 Edited at: 30th Jul 2011 21:21
Thanks starmid. I would have been stuck on that forever. So do I call the wheels toes?


Cheers.

God help me, Please.
2Beastmode4u
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Posted: 30th Jul 2011 21:25
Here is a screenshot of what I have now in Milkshape. I just need to figure out what to name the bones now.




Cheers.

God help me, Please.
starmind 001
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Posted: 30th Jul 2011 21:53 Edited at: 30th Jul 2011 21:56
Ok if I am looking this right, you model doesn't need the joints for the hood, doors and trunk, so you can delete them. As far naming your joints, you need to only name the root. IF you were making a human or animal then you can name the bone toe, but for a car name it as it is a Front_Wheel_L, then use this program here when you export to a .x file and it will do that hard work of of limb detection.

2Beastmode4u
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Posted: 30th Jul 2011 22:15
Thanks starmid!


Cheers.

God help me, Please.
2Beastmode4u
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Posted: 30th Jul 2011 23:36
In Milkshape, can 2 bones be assigned to the same group? Every time I try, it just overwrites the previous thing assigned to it.


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God help me, Please.
2Beastmode4u
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Posted: 31st Jul 2011 01:15
What if I wanted to attach a weapon to a vehicle?


Cheers.

God help me, Please.
starmind 001
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Posted: 31st Jul 2011 01:41
Quote: "In Milkshape, can 2 bones be assigned to the same group?"


No. In blender yes.

Quote: "What if I wanted to attach a weapon to a vehicle?
"


Add a bone where you want to have the weapon and call it "FIRESPOT". It is important to do this as it will tell fpsc where the weapon will be.

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