Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Product Chat / The current character animation system on FPSC limits the creativity of the developers and needs to be modified and fast.

Author
Message
Northern
15
Years of Service
User Offline
Joined: 5th Nov 2010
Location: Brazil
Posted: 24th Aug 2011 22:56
Hello everyone,

The current character animation system in the FPSC limits the creativity of the game developers and needs to be modified and fast.

Because it limits the creativity?

Because in all the games made with FPSC you are almost forced to use either old bad guys or old good guys stock characters or any of the FPSC models pack characters

Therefore, it is clear that in general the games made with FPSC are so similar and they could not be different because in all of them in some way are present the old stock or models pack guys ,of course some of them brightest and most phosphorescent or more shaded or more deformed then others with a little more makeup as well, but everyone of them has the soul of the old bad guys and old good guys of the FPSC characters.

Why can not we just import our models .3ds, .fbx, .dae, .ms3d, and so on, with any bones or without bones (only keyframes) so simple and straightforward as in other game engines?

You who are reading this post now, have you tried to import an animated stuff for example a soldier, a bad guy , a helicopter, a horse, a bird or whatsoever you have bought or got for free in TurboSquid or somewhere like that ? No? You should.

Because import third-party animations into FPSC must be so painful and reserved only for enlightened, wise gurus or people who can spend lots of their time to make a task should be much simpler.

It should not be this manner in a program that stands out for its ease of making fps games.

I hope some day as soon as possible people who use the FPSC game engine may be free to import their own models with any animations, bones or keyframes produced by third parties in ways easier than the current character animation system of the FPSC

Finally, maybe when and if that happens one day then the games made with FPSC are not so similar one to each other and may showing up proudly in front page of the TGC web site.

I thank to everyone in advance for any comments regarding this post, however I will not answer any of them individually. Sorry.

All the best

Northern
defiler
17
Years of Service
User Offline
Joined: 4th Apr 2009
Location: Canada
Posted: 24th Aug 2011 23:33 Edited at: 24th Aug 2011 23:35
Quote: "The current character animation system in the FPSC limits the creativity of the game developers and needs to be modified and fast."


You could bring the model into a program like Fragmotion and export with the rig to your favorite modeling program to edit/remake/tweak the animations.

Quote: "Because in all the games made with FPSC you are almost forced to use either old bad guys or old good guys stock characters or any of the FPSC models pack characters"


What we see as stock, to others will be considered new. Modifying the textures to your likings can do wonders.

Quote: "Why can not we just import our models .3ds, .fbx, .dae, .ms3d, and so on, with any bones or without bones (only keyframes) so simple and straightforward as in other game engines?"


Because DBP as far as i know can only import .X (DirectX) format files. Someone correct me if i am wrong.

Quote: "It should not be this manner in a program that stands out for its ease of making fps games."


You are supplied with premade Assets, something that some, if not most engines do not supply. I would be repeating myself so if anyone has anything to add please do so.

Quote: "I hope some day as soon as possible people who use the FPSC game engine may be free to import their own models with any animations, bones or keyframes produced by third parties in ways easier than the current character animation system of the FPSC"


Please take into account that FPS Creator X9 uses DBP, which has its limitations that FPSC has to manage with, however over the past couple years additions have been made that has helped alot. What makes FPSC unique from other engines is its limitations and that it is forcing us to think outside the box in making our games. In the end you will have a far better product that might even be able to run on lower end machines, and if your selling a final product, you want your game to run on as many computers as possible without a incredible frame hit.

Quote: "Finally, maybe when and if that happens one day then the games made with FPSC are not so similar one to each other and may showing up proudly in front page of the TGC web site."


It is up to the Developer really if he wants to make something unique. As i have stated before and even by someone else: What is considered Stock to us is considered New to others outside the community.

Hope i answered your questions without causing too much flame...

Current Project: Lost Contact: Chapter 1
Northern
15
Years of Service
User Offline
Joined: 5th Nov 2010
Location: Brazil
Posted: 25th Aug 2011 00:05
Hello Defiler,

I shall not comment on your post, however thank you so much for taking the time to make your comment about this thread.

Cheers.

Northern
Gencheff
16
Years of Service
User Offline
Joined: 12th Jun 2010
Location: UK by way of USSR
Posted: 25th Aug 2011 00:34
Quote: "Because import third-party animations into FPSC must be so painful and reserved only for enlightened, wise gurus or people who can spend lots of their time to make a task should be much simpler."

While I see where you are coming from,this is game development,not a stroll through the park.
Personally,I don't consider myself a "guru" , but I have tried and imported successfully models from turbosquid,my own,found on the web.I'm not saying there's no room for improvement,because I'd be a liar.The engine needs a lot of improvement,mainly in code optimization(this for me is a bigger priority than shiny graphics).

The choice of using the pre-made media is just that,a choice.I've seen games made with FPSC that would make your jaw drop (look up getsfile's work on the German FPSC forums).

If you want fancy characters with custom animations and rigs , either buy them from somewhere or make them yourself.The official model packs for the most parts consist of characters rigged to the stock skeleton.In my humble opinion the stock skeleton's animations are bad,but who am I to judge.

Quote: "Because DBP as far as i know can only import .X (DirectX) format files. Someone correct me if i am wrong."

And here I am .DBPro can successfully import .X,.DBO and .3DS.FPSC unfortunately does not take advantage of the 3rd format,and it should.

Quote: "It should not be this manner in a program that stands out for its ease of making fps games."

I don't know about you,but no matter how many times I hear/read : "Make games with a simple click of a button" or anything of this sort,I still remain skeptical and don't really buy into it until I see it with my own eyes.Usually if this turns out to be true , there's something holding it back and FPSC is no exception.This is why I prefer to be a masochist and do everything from scratch,because I know that when something goes wrong,I am responsible and I can(probably...maybe...hopefully ) fix it.When something works,I have made it work.After you succeed, the satisfaction is 10 times bigger.
Yes,FPSC stands out for it's ease in game creation,but if you actually think about it,the other programs/engines are really difficult to work with and if you want to produce something commercial/high-quality,you'd probably need a team and/or a lot of coffee .FPSC is easier in comparison,but not really easy if you want to create a really high-quality game.It takes a lot of work,skill and determination.

Regarding your "Limits creativity" statement,I'd rather say the opposite.It stimulates the artists to think outside the box,learn new things and evolve as artists (this applies to me).Are there some limitations?Maybe,but nothing big enough to hold a smart artist down.

Samotnijat vylk nasred gorata.
-3D,2D Artist,Animator,Web developer and Programmer.
Northern
15
Years of Service
User Offline
Joined: 5th Nov 2010
Location: Brazil
Posted: 25th Aug 2011 01:09 Edited at: 25th Aug 2011 01:10
Hello Gencheff,

I respect and I can understand your opinion as well.

Thank you very much for taking the time for your comments on this issue.

Regards.

Northern
s4real
VIP Member
19
Years of Service
User Offline
Joined: 22nd Jul 2006
Location:
Posted: 25th Aug 2011 01:55
You not stuck with stock animations in fpsc check out this vid with custom animations.

http://www.youtube.com/watch?v=S2fHrbFOTNA


Pack ya games with vishnu packer its free. Vishnu game launcher is now released.
rolfy
20
Years of Service
User Offline
Joined: 23rd Jun 2006
Location:
Posted: 25th Aug 2011 05:17 Edited at: 25th Aug 2011 05:44
Actually I dont know that all model packs use the default animations, I reckon none of these packs have used those for a long time. I know many of the character creators in the store use them since its easier to use than creating your own from scratch, or importing and using motion capture files.

I myself have never used stock animations on any of my characters.

Any of the models you find on turbo squid, that has a boned rig of any sort can be imported to FPSC (if they arent in the format you want then ask the creator to export them for you or just do it yourself). Since there is no way to create a generic animation list from a models animation (how would FPSC know where an animated sequence begins or ends) you as the user/creator have to do this yourself,there is no magic button to click which will create a custom script for your custom animations, it all stands to reason that some work has to be done by the user.

As for TGC providing new animation sequences for characters how are they to know what 'custom' animations are going to suit any individual game and whats to stop those becoming overused even if they did.

I do agree that the stock anims arent great but you get what you pay for and a lot more besides as it is.

srealist
15
Years of Service
User Offline
Joined: 18th Dec 2010
Location: Orlando, Florida, USA
Posted: 25th Aug 2011 07:07
Woot! Great post by Gencheff. Should be mandatory FPSC reading.
TheK
19
Years of Service
User Offline
Joined: 4th Mar 2007
Location: Germany
Posted: 25th Aug 2011 10:12 Edited at: 25th Aug 2011 10:12
Quote: "Because import third-party animations into FPSC must be so painful and reserved only for enlightened, wise gurus or people who can spend lots of their time to make a task should be much simpler."

I import tons of animated stuff into the engine. Even characters - and they work fine and it's pretty easy to do.
(Animating in Milkshape, exporting with fragMOTION and the model is pretty much FPSC ready. Only need to change a few lines in the FPE, my Entity Maker generates for me.)

Best wishes,
TheK


Skype name: thek491
Northern
15
Years of Service
User Offline
Joined: 5th Nov 2010
Location: Brazil
Posted: 25th Aug 2011 17:39
Hi all,

@ S4real, Rolfy, Srealist, Thek

First of all, my respect to you all for your comments and taking the time on this issue. I read each one of them carefully. Thank you very much to everyone.

At this moment I'm still learning character rigging and animating in 3ds max after that then I shall try to do my best to learn how to properly import any animated character into FPSC.

All the best.

Northern
raymondlee306
16
Years of Service
User Offline
Joined: 24th Oct 2009
Location: Ohio
Posted: 26th Aug 2011 03:25
Just out of curiosity, which game engine comes with better animations?
Northern
15
Years of Service
User Offline
Joined: 5th Nov 2010
Location: Brazil
Posted: 27th Aug 2011 22:28 Edited at: 27th Aug 2011 22:33
Hi Raymondlee306,

Just a note:

Excuse me, but I don't wrote that either stock characters animations or models pack characters animations were bad at all. In fact some of them are really great in my opinion.

I wrote that other game engines allow you to import a some variety of 3D models files with their respective animations, bones, keyframes, vertex animations or whatsoever else stuff into the game.

Don't get me wrong however I do not want to make a list with names of other game engines in this thread because I think it's a bit unethical and disrespectful to use a space provided by the TGC to promote competing game engines. Sorry.

Sincerely,

Northern
spudnick
15
Years of Service
User Offline
Joined: 30th Nov 2010
Location:
Posted: 27th Aug 2011 23:05 Edited at: 27th Aug 2011 23:17
Quote: "so simple and straightforward as in other game engines?"


Well i asume you have not bought other game engines

Because i have purchased 2 other game engines, and both have been used for Block buster comercial games, and its not Uni**

And they don't just allow 3D max or maya extra to import as they are into the game engines that i have either, and theirfore i have to spend time converting, as it also depends of the file type used and the sequnces that causes anims not to play correctly , ether inverted polly's and faces, well the list can go on.

As pointed out before Fragmotion is widly used for Fps creator and is widly used for other game engines,
I also have maya, and the of .X files is not supported for imports.

So now i use 3DCrafter and it is a very Nice tool that imports and exports .X files

So Basicly it does not matter what game engine one has you will need to do some conversion from certain file at some point, either it be a Sound,Anim,Entity,Segment,Skybox, and so on, Its just the Nature of Game Making.

And fpsc cummityhas provided so many Tips guids and Tuts and as well as software for free to aid us that this make it so nice to use.
My other game engines don't provide FREE media i can asure you.
And the community of one of them Sucks that bad i don't use one of the engines and it is a rather an expensive license going to waste cus i cant get media to work well with it from 3D max.

And so i use this one with better options on work arounds.

And as rolfy says, each anim has its own value's and fpsc and any other game engine needs to know what is watt.

Once you get into a rutine of getting anims and other medi into fpsc you will look back and say Why did i start this thread/post

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
Northern
15
Years of Service
User Offline
Joined: 5th Nov 2010
Location: Brazil
Posted: 28th Aug 2011 00:01 Edited at: 28th Aug 2011 00:09
Hello Spudnick,

First of all, thank you very much for your comment.

Quote: "Well i asume you have not bought other game engines"


In fact I have bought another three game engine in addition to the FPSC.

Once again, I wrote that another game engines allow you to import the 3D models of some variety their respective files with animations, bones, keyframes, vertex animations whatsoever or else stuff into the game engine.

However, sorry I have not written that you do not need to resize, rotate, or positioning your character in game scene, unless the character was made specifically for that game engine you are working with of course.

Have fun.

Northern
spudnick
15
Years of Service
User Offline
Joined: 30th Nov 2010
Location:
Posted: 28th Aug 2011 03:08
oki doki, so yo have bought other game engines, and how do you compare those other game engine to fpsc, have you made any games yet,

just wondering cus i think i have all engines and apart from cr*3 and fpsc i just can't get parts of buildings in them correctly and so thats why i like this software for eaze of use,

any chance of emailing us what engine you mean on ease of importing anim, as i would like to tryout myself and see where your coming from.
Thanks

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
Northern
15
Years of Service
User Offline
Joined: 5th Nov 2010
Location: Brazil
Posted: 28th Aug 2011 08:06
Hello Spudnick,

Thank you for your comment.

Quote: "oki doki, so yo have bought other game engines, and how do you compare those other game engine to fpsc, have you made any games yet"


Sorry, but I shall not make that comparison, because this subject is off topic but I can write what is the biggest advantage of the FPSC over other game engines that I have bought.

In my opinion the biggest advantage of the FPSC over its competitors lies in its artificial intelligence system. This AI system it is not excellent in FPSC still, but it is actually quite good compared to other game engines competitors in this FPS genre.

If anyone wanna make a FPS genre game, the AI system of the FPSC it is one of the best you can find out there ready for you to use in my opinion though. If anyone else know a better ready to use, please let me know.


However if someone can hire skilled artificial intelligence programmers to make a custom artificial intelligence system for your fps game using other game engines in this case FPSC unfortunately will be at big disadvantage, my opinion.

Quote: "any chance of emailing us what engine you mean on ease of importing anim, as i would like to tryout myself and see where your coming from"



The concept of right or wrong, easy or difficult is relative because what is right for me may seem wrong to someone else and what is easy for me may seem difficult for someone else, so if you allow me I recommend you download some demos of other game engines and after that try to import some animations and then then make their own assessment about it.

Best regards.

Northern

Login to post a reply

Server time is: 2026-07-01 04:16:59
Your offset time is: 2026-07-01 04:16:59