gps,
Thank you very much for that - all imformation from users is helpful and vital as theres nothing official to support us users trying to crack this issue.
I will look at your info in detail as I will need to look at FPSC default charactes in depth.
Right now I am trying to look at getting completely new characters into FPSC and am using a robot character rigged and animated in Framotion.
With that I have a number of problems. Texture UV - Not a concern at the moment. Vertex attachment - a looks fine in Fragmotion and Deep exploration and other .x file viewers but is incorrect in parts in when seen in FPSC so I need to learn how that can be overcome - obviously some incopatiblity there between the way other progs and FPSC reads the bones/vertex attachments. I have two animations on the model idle 1 - 25 frames and walk 26 - 60 frames and this shows up animated correctly in Fragmotion and DP again but not in FPSC. I can get all animation frames to work in FPSC but only all as anim1 set in the fpe as anim1 = 1,120 frames. Twice the number of frames as the entity actually has. Setting it as 1,60 frames only places half the animation - weird -mand of course this way the entity plays all of the animation frames - idle and walk when at ile which is not whats required.
So all in all rather messed up and confusing.
Not sure whats going on other than FPSC does not read the entity info correctly apparently.
New Characters and Default existing ones are a differnt matter and I will have a look athe default ones too shortly to see what i can achieve there.
Thanks again for your info and help which is very much appreciated. help for one is help for all.
Cheers
EDIT :
This is the best news for FPSC for some time and should be made sticky.
It works - I had to take out the reference to the second texture in Milkshape I guess you referrred to which was the default max material without texture - leaving only the one true entity texture required to get it to show up in FPSC.
I had been using Milshape previously obviously erronously with the Directx 8 exporter and that had not worked - the JT exporter following your export settings - does.
Everything seems to be correctly working inside FPSC.
Attached is a picture of an in level screen shot showing and amended and reskinned default character with helmet taken away in Fragmotion before the export to Milkshape. - Works perfectly in FPSC.
Also shown in the shot is the New Robot Character I was working on and exporting from Fragmotion - now exprted and saved following the same procedure as the other Character. The robot animations now play correctly in FPSC too - although the timing of them needs fixing and the entity mesh and texture UV is still incorrect. These are matters separate from the export procedure which are down to me and not the procedure and dont indicate a failing of the method. I think we can therefore say that with further testing we should be ableto get completely new Characters into FPSC this way.
I will keep the thread updated as I test this further in an attempt to prove the case.
I am indebted to you for your kind post and the sharing of your findings and trust this will mean hope for all users wishing to utilise their own Character content in FPSC.
Really great news for all.
Thank you