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FPSC Classic Models and Media / [HELP] How to use ragdoll with custom FPSC Characters?

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007
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Posted: 3rd Dec 2011 09:19 Edited at: 3rd Dec 2011 18:47
Hello folks,

Before write this post i already searched the entire forum, but could not find the answer.

I have 2 questions:

1) How must be done the rig in a custom FPSC Character to have ragdolls working? I am using a custom character i downloaded free on net, it comes already rigged with a custom biped (it has more bones than the standard 3dsmax biped). I am using the stock animations (tgc bip file). It works perfect in game, however when i use ragdoll, the character falls down, their hands get streche like elastic man and he stays in floor shaking...

I used the ragdoll script with stock characters and they work good, with no problem.

Also i see the physics usage in game gets very high (the character is low poly), so the framerate drops. I am using v 1.19 beta 2.

So could any good soul give me a tutorial on how to rig custom characters to have ragdoll?

2) I tried diferents scripts for ragdoll, however, the ones who worked better with me are from the Dynamics Ragdoll Mod it edits the throwbackragdoll, throwforeragdoll,........ It removes the death animations from character to have them ragdoll.

However they don`t look good as Bond1`s Model Pack 57 (Zombie Apocalypse II). How can we have such awesome ragdoll effect?

Cheers.

Goldenye 007 N64
007
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Posted: 3rd Dec 2011 18:48
Dear Bond1, could you please give me some tips on rigging for ragdolls, because indeed, the zombie apocalypse II ragdolls, were the most impressive ragdolls i ever seen in FPSC.

I am a mid-user of 3dsmax, have some experience, so if you could give me some guidance on how i must rig my custom characters to have the, ragdoll, i would be very gratefull.

Thanks.


Goldenye 007 N64
Vent
FPSC Master
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Posted: 3rd Dec 2011 22:23
I'm not sure how to get ragdoll working with custom models, but I do know that MP57 doesn't use ragdoll.



007
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Posted: 4th Dec 2011 13:43
Vent: Thanks bro for the repply,

But indeed mp57 uses ragdoll, i`ve see in the TGC Video.

Anyway,

Thanks for the repply.

So no one knows how to make ragdolls for custom character?

Cheers.


Goldenye 007 N64
Gamer X
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Posted: 4th Dec 2011 15:55
I managed to get Ragdoll to work with my custom characters. I am not sure how it is done in other modeling programs, but in Blender you just set the bones within the rig to be hinged and then when the character is finished and exported for FPSC use it is ragdoll compatible.

Example of something I made with ragdoll that got scraped a few days later after the video.



007
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Posted: 4th Dec 2011 20:44
Gamer X: Thanks for the info.

And btw, awesome effect on those wolves!

I use 3dsmax, so i will import a stock character in 3dsmax (using fragmotion to export to 3dsmax), so i will analyze it`s skeleton, and i will use this skeleton in my custom character and see what happens.

Cheers.

007

Goldenye 007 N64
henry ham
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007
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Posted: 4th Dec 2011 22:34 Edited at: 4th Dec 2011 22:36
Thanks my friend henry,

So to have ragdoll working, i must use the stock max biped? I mean, it`s not possible have ragdoll with a custom biped?

Sorry for asking too much, but i love this community, the folks here always help the beginners.

And also, what`s the best ragdoll script? The stock one? The Dynamic Ragdolls MOD? Or the conjured random ragdoll fall?

Thanks,

007

Goldenye 007 N64
Vent
FPSC Master
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Posted: 4th Dec 2011 22:41
I'd say Conjured's, but but I haven't tried The Dynamic Ragdoll one.

Quote: "bond1: This pack doesn't use ragdoll. Once ragdoll kicks in, there is absolutely no way to turn it off - and it just kills framerate even with just one or two characters."


Just hit zone detection.



007
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Posted: 5th Dec 2011 17:29 Edited at: 5th Dec 2011 17:32
Hello Vent,

Thanks for the repply,

I am having very good results using the Dynamic Ragdolls MOD, with Stock Sci-Fi Characters (A.I).

I recommend everyone try this Dynamic Ragdolls MOD, however, DON`T USE THE MODIFIED EXE, just copy the "Files" directory to your FPSC Installation.

This is the link for the MOD:

http://forum.thegamecreators.com/?m=forum_view&t=192026&b=21

I think the folk who modified those scripts (ragdollthrowback,....), he made the animation stop in the last frame, so retaining the bones positions, and then, the character ragdolls. It looks awesome (in my opinion).

I am using V.119 Beta 2.

I will post soon a video to you see how cool is ragdoll in FPSC using Dynamic Ragdoll MOD.

And about the framerate killing, no, with me it works perfect, even with a lot of character in scene, however, you must use the ragdollcorpsefade.fpi in the destroy script of the character (this is script comes with the Dynamic Ragdolls MOD).

It makes the entity disappear after some seconds and when the entity is not at the vision field of the player.

This technique of fading corpses is used in a lot of modern games, like Goldeneye 007 for nintendo Wii, one of the best first person shooters on the market.

Soon i will upload the video.

Cheers.

007

Goldenye 007 N64
007
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Posted: 5th Dec 2011 18:23
Here comes the video i made when testing the Dynamic Ragdolls Mod with V 1.19 Beta 2.

Cheers,

007

Goldenye 007 N64

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007
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Posted: 6th Dec 2011 15:38
Hello folks,

Only to finish this topic, and if someone finds usefull this information, in found the easiest way to have a very good ragdoll effect in FPSC using your custom characters:

1) First of all download FPSC 1.19

2) Download the Dynamic Ragdolls MOD (http://forum.thegamecreators.com/?m=forum_view&t=192026&b=21), extract the zipped archive, copy the "Files" directory to your FPSC installation folder, BUT DON`T USE THE MODIFIED EXE (FPSC-GAME.EXE), because it crashes FPSC

3) If you have 3dsmax, you must download the oficial FPSC Biped from TGC, and the FPCS BIP File (stock animations), and you must rig your character using this FPSC BIPED

4) If you don`t have 3dsmax, use fragmotion, import a stock FPSC Character (AI.x), delete the mesh, export the bones to msd (milkshape), rig your character using this stock FPSC Bones, then export to FPSC, and voila!

Now you can see your enemies falling down very realistic using ragdolls.

Cheers.

007.

Goldenye 007 N64
Zwarte Piet
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Posted: 7th Dec 2011 00:42
Thank you, Mr. Bond (007).lol this thread has been both informative and useful.

"I would rather make a bad model, instead of pirate a great one" MY DAD "Now let's Make some Models" me "If you don't make it don't post it"

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