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FPSC Classic Models and Media / Vehicles Rigging Firespot

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007
14
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Joined: 22nd Aug 2011
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Posted: 29th Aug 2011 22:31
Hello friends,

Sorry to ask, but i searched, also tried by myself, but no way.

I examined the old FPSC Helicopter (that one that fires and falls with smoke), it`s a awesome model.

So i was trying to create my helicopter, i am using the scripts of FPSC helicopter, just changed the model and animations.

It was working well, it goes to player, when you shoot at it, it falls down with the smoke decal, however, i stuck on adding the FIRESPOT bone to the model.

I am using 3dsmax, i did not used bones on animating this helicopter, i animated the blades manually by keyframe, and also animated the body idle moving up and down.

So i created a bone in the wing, but i did not used a skin, just posed the bone alone, not connected with the mesh, just parented to the mesh,, so when the helicopter body goes up and down, the bone also moves up and down.

So i exported in directx format, and when testing in game, the model is there, and the gun appears exactly in the posistion of the bone Firespot that i created, however, the animations did not work.



Always when i create an animated model, i create a main script just for test animations this way:

:state=0:animate=1

Then i change to animate=2. 3, 4, and so on, so i can view all my animations.

And here is the problem, when i have this bone FIRESPOT, the animation doesn`t play, when i change it` name (so the model doesn`t have a FIRESPOT), the animation plays well.

MY QUESTION IS: HOW I MUST RIG A VEHICLE IN FPSC TO ACT AS A CHARACTER, DO I NEED TO USE THE FPSC BIPED AND JUST ADAPT IT TO MY MODEL BECAUSE FPSC JUST RECOGNIZES A CHARACTER WHEN IT USES THE SAME BONE STRUCTURE AS THE DEFAULT FPSC BIPED?

BUT IF THIS IS THE ONLY WAY TO HAVE A VEHICLE AS AN ANIMATED CHARACTER IN FPSC (RIGGING IT USING THE BIPED), THIS WILL BE A VERY TEDIUS WORK, MAKING A BIPED A VEHICLE

I opened the FPSC Helicopter in Fragmotion to examine, and the folk that created the model, he used the fpsc skeleton, just adopted to fit the helicopter mesh.

So isn`t here another way of doing it?

Best Regards,

007

Goldenye 007 N64
The Storyteller 01
17
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Joined: 11th May 2009
Location: On a silent hill in dead space
Posted: 30th Aug 2011 00:52
This is the .fpe for the "skull"(a stock WW2 character)


Give this .fpe to ANY entity (just make it dynamic and edit the "model" and "texture" back to that of the entity you chose) and you're in for a surprise

In case you find my grammar and spelling weird ---> native German speaker ^^
007
14
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Joined: 22nd Aug 2011
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Posted: 30th Aug 2011 07:05
The Storyteller 01: Thanks for answering me my friend, however, that is not my question. I know this skull script (homing.fpi)

My question is about making vehicles (non human characters) shoot at player.

I am a medium user of 3dsmax, and a beginner in FPSC. I was analysing some non human characters in FPSC. I was right now looking at the robot that comes in Model Pack 53. I opened it in fragmotion to see its structure, and i repaired that this model is animated through bones not just selecting and rotating he wheels, in example (traditional animation). And i`ve seen that Mr EAI created this model using the standard FPSC BIPED, because there are some bones named "SPINE, NECK,", and there is the FIRESPOT, following the same structure in the original FPSC BIPED.

So my quetion is:

Isn`t there a way to animate a non human character (vehicle that shoots at the player) for FPSC without using bones, without using the FPSC Skeleton, just placing an alone bone named FIRESPOT?

Best Regards,

007

Goldenye 007 N64
The Storyteller 01
17
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Location: On a silent hill in dead space
Posted: 30th Aug 2011 11:59 Edited at: 30th Aug 2011 12:10
Quote: "My question is about making vehicles (non human characters) shoot at player."


Sorry, we seem to had a misunderstanding here. My fault.

Quote: "Isn`t there a way to animate a non human character (vehicle that shoots at the player) for FPSC without using bones, without using the FPSC Skeleton, just placing an alone bone named FIRESPOT?"


If that doesnt work you could of course write a script mimicking a weapon based on :state=1,plrcanbeseen,plrdistwithin=xy:rotatetoplr,sound=xy,animate=xy,plraddhealth-20. You can furter add random conditions to simulate the player being hit or missed and even etimer conditions to simulate loading breaks.
But of course there'd be no muzzleflash coming from the helicopter

In case you find my grammar and spelling weird ---> native German speaker ^^
anayar
16
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Joined: 19th Aug 2009
Location: Minneapolis, MN
Posted: 30th Aug 2011 12:18
Quote: "But of course there'd be no muzzleflash coming from the helicopter "

Why not just add a plane to the heli model infront of where the guns are. Then just paint them transparent in your Diffuse texture and paint them with a muzzleflash in your alternate texture.

Then you could just set it to alttexture= when you have your heli firing and make it go back to the normal texture at the end of the firing sequence. Not sure if that makes sense lol, but it made sense when I thought of it

Anyways, what Im basically tryign to say is have one texture with no muzzleflash and another with muzzleflash and alternate between the two when your model is/isnt firing

Cheers,
Anayar


For KeithC
007
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Joined: 22nd Aug 2011
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Posted: 30th Aug 2011 13:27
Anayar: EXCELLENT IDEA MAN! EXCELLENT! YEAH!

Yes i can use a plane to simulate the decal effect of the muzzle!

Story Teller: The gun can fire at player, i tested it, but the question is that the muzzle will be centered at (0,0,0), in other words, the muzzle will be coming from the bottom of the Helicopter.

But i can copy a gun, edit it`s gunspec.txt, "delete" the muzzle and also use a transparent texture in the gun so it will be "invisible" (to use the already modelled gun that is in the wings of the helicopter (apache). And then i just add a plane with the muzzle and use it as an alternative texture.

I am avoiding this (use the biped to rig the vehicle) first because it will be a tedius work to rig the vehicle using the biped, and second because i have a plugin for 3dsmax that simulates vehicle physics automated, i mean, it simulates the rotating blade of the heli accelerating, it simulates the wind turbulence, an then the animations can be exported to X format, i tested.

That is why i do not want to use the biped to animate my vehicles.

Anyway, if someone has another idea, it will be wellcome,

Thanks.

Goldenye 007 N64
rolfy
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Posted: 30th Aug 2011 16:50 Edited at: 30th Aug 2011 17:09
Any boned rig can be used, if you create a bone called FIRESPOT this bone is used as weapon location for muzzleflash etc. The reason your not getting it working I believe is because your trying to use only a single bone. Any rigged mesh when named as a character in its fpi will act as one.

Use a couple of bones to rig to (remember to keep your root bone at 0,0,0) and add the FIRESPOT bone where you want it and all will be fine.

Skin the mesh to the animated bones , doesn't mae any sense at all to attach a bone to an animated mesh.

007
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Posted: 30th Aug 2011 18:25
Mr. Rolfy: Thanks for answering me, but i solved the question,

Yes i can use a single bone named FIRESPOT that is not even skinned to the mesh, i did it and it worked.

The problem that my animation was not playing, was because the fpe files specification, in regards the animation info.

As a character, FPSC already recognizes the built in number of animations, i mean:

anim0 = is the spawn animation
anim1 = is the idle animation

In my case was wanting to loop the blades rotating in my helicopter model, but i did not pay attention to those numbers, i was atributting random numbers from my head, so because this it did not work.

But now i created a "idle" animation in 3dsmax from frames 15 to 40.

If i put this in fpe:

anim0= 15,40 (anim0 is the spawn animation for characters)

The helicopter will stay looping this animation as soon as i am far from it, however when i get close to it, it will spawn and if i shoot it, it will change the state variable, so it will stop the animation.

But when i put in fpe:

anim1= 15,40 (anim1 is the idle animation for characters)

VOILA!


IT WORKS!!!!!!!!!!! And yes, i used only one single bone for FIRESPOT linked to the heli body (select and link in 3dsmax).

Now it`s working, with no need to use bones.

However, thanks for all dudes here,

007

Goldenye 007 N64
anayar
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Location: Minneapolis, MN
Posted: 31st Aug 2011 06:17
Quote: "However, thanks for all dudes here,"

NP

I got a question from my side though
Id be interested if you could point me to this plugin :
Quote: "because i have a plugin for 3dsmax that simulates vehicle physics automated, i mean, it simulates the rotating blade of the heli accelerating, it simulates the wind turbulence, an then the animations can be exported to X format, i tested."


If you could point me to a link or a name or something, Id appreciate it!

Cheers,
Anayar


For KeithC
007
14
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Joined: 22nd Aug 2011
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Posted: 31st Aug 2011 17:03
anayar: Off course my bro, why not? Knowledge is something that must be shared by people.

This is the site of this plugin, and you can even get a free edition:

http://www.craftanimations.com/

Cheers.

007

Goldenye 007 N64

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