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3 Dimensional Chat / My DirectX Dilemma

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Lon
20
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Joined: 12th Feb 2004
Location: Big Ass Castle
Posted: 7th Feb 2006 15:39 Edited at: 7th Feb 2006 15:49
I was wondering is some of you expert DPpro/Milkshape users could help me out with my problem.

I'm using Milkshape to create my models and animate them. Everything is good in that respect, the problem comes when I export using the DirectX(JT) exporter. I'm exporting as skin and bones, binary, right handled.

When I use the x model in FPSC, it appears that the root joint of the model, no matter where it is located in the model, becomes the new 0,0,0 coordinates in game and FPSC apparently treats 0,0,0 of that model as the bottom of the model. So if my root joint is in the torso, in game the lower half of the body is in the ground because it thinks thats where the bottom is.

This seems rather dumb. Is there some magic recipe for exporting DirectX(JT) so this doesn't happen in FPSC or does DBpro handle x files this way?

Something else worth mentioning, in FPSC, once the model is in game and you shoot it with a weapon, half the model doesn’t register hits, I can only shoot the bottom half of it to do any damage. Is the x file being read offset?

I want the model to import into FPSC using the same 0,0,0 coordinates as in milkshape, not the root joint.

Lon

[url=http://www.chiselbrain.com]
Xenocythe
19
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Joined: 26th May 2005
Location: You Essay.
Posted: 7th Feb 2006 15:48
In DBPro there is an easy solution, just make it intersect with the foot bone instead of the root bone. But in FPSC I dont know. Can you change which bone to intersect the ground with?

"Forgiveness is a good thing"
"Forgiveness is between them, and God. I set up the meeting"
-Man on Fire
Lon
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Location: Big Ass Castle
Posted: 7th Feb 2006 15:52
Quote: "Can you change which bone to intersect the ground with?
"


If so, it isn't apparent to me anywhere. It just loads the model via a text file. The file doesn't seem to have any handles in it for controlling that.

[url=http://www.chiselbrain.com]
Xenocythe
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Joined: 26th May 2005
Location: You Essay.
Posted: 7th Feb 2006 16:23
Hmm... when you export in Milkshape, try increasing the position offest on the y part. I dont know if that will work, or if it will mess anything up.

"Forgiveness is a good thing"
"Forgiveness is between them, and God. I set up the meeting"
-Man on Fire
Heckno
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Joined: 8th Sep 2004
Location: Palm Coast, FL
Posted: 7th Feb 2006 20:01
I have seen many models built with the root joint being at the ground level between the feet then making the first connection up to the pelvis joint....

Not a FPS guru by any means, especially FPSC but this is the only reason I can think of why the root bone joint is created at the ground (between the feet)....
Joh
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Joined: 5th Jul 2004
Location: Malaysia
Posted: 7th Feb 2006 20:52
Most game engines when dealing with skinned meshes will take the root bone (the first bone in the hierachy) as the main axis.

1. Try the "offy" parameter in the fpe. I've havent usef but am assuming it means offset. I wouldn't go for that as it may lead other issues.

2. Create a new root bone where you need it to be and link the exsiting hierarcy to it.

!
Lon
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Location: Big Ass Castle
Posted: 7th Feb 2006 21:35
I See. Shouldn't be too hard. Thanks for the info.

In addition, do you guys have any ideas on why the hit box is so little for every model I import? Is this a DBpro bug? Scaling doesn't seem to help.

[url=http://www.chiselbrain.com]
Joh
20
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Joined: 5th Jul 2004
Location: Malaysia
Posted: 8th Feb 2006 08:06
Hit box - Not sure. Only experienced it a couple of times, but seemed to dissapear. Could be related to the objects offsets.

!

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