How to set up an FPM correctly?
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- Anakin
- Master of the Force

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How to set up an FPM correctly?
Hi,
i have a little problem with my FPM, and i think i cannot solve it myselfe.
Steps:
- import an working player FPM
- import an player unit
- unkeyed everything
- modified the playerunit to have only the arms and handy
- moved the hands and arms to the right position (under the bones)
- removed the old hands and arms
- select everything (space + ctrl + klick on every null and msh)
- locked the key for frame 1 and 2.
- export via ZETools,
- ...
- started BF2
Result:
some static non moving arm and hand parts are infront of my view.
So is there something special i maybe missed??
i have a little problem with my FPM, and i think i cannot solve it myselfe.
Steps:
- import an working player FPM
- import an player unit
- unkeyed everything
- modified the playerunit to have only the arms and handy
- moved the hands and arms to the right position (under the bones)
- removed the old hands and arms
- select everything (space + ctrl + klick on every null and msh)
- locked the key for frame 1 and 2.
- export via ZETools,
- ...
- started BF2
Result:
some static non moving arm and hand parts are infront of my view.
So is there something special i maybe missed??
- AceMastermind
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Re: how to set up an fpm correctly
If using ZETools, you only need to select dummyroot and you must have Export Animation ticked or else the keys are ignored.
Also, you don't need to remove any keys, if you import a fpm msh from the assets with ZETools then the scene is already export-ready. You only need to insert your custom geometry into the proper place in the hierarchy before removing the original geometry, then export.
Also, you don't need to remove any keys, if you import a fpm msh from the assets with ZETools then the scene is already export-ready. You only need to insert your custom geometry into the proper place in the hierarchy before removing the original geometry, then export.
- Anakin
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Re: how to set up an fpm correctly
I just had a look at my export configuration, and i already have export animation ticked. Do i need to tick Current Frame as Basepose, too??
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JimmyAngler
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Re: how to set up an fpm correctly
I don't think so. Did you branch select the dummyroot when exporting?
And, are you exporting animations or geometry? If it is the geometry, you might want to move the arms under the actual bones to get them moving....
And, are you exporting animations or geometry? If it is the geometry, you might want to move the arms under the actual bones to get them moving....
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- Anakin
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Re: how to set up an fpm correctly
imp_inf_trooper_.. was the old msh. arm_rechts is the new one. So as you can see i selected dummyroot when exporting
- Nedarb7
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Re: how to set up an fpm correctly
1. Why did you remove all the keys in the first place?Anakin wrote:Hi,
i have a little problem with my FPM, and i think i cannot solve it myselfe.
Steps:
- import an working player FPM
- import an player unit
- unkeyed everything
- modified the playerunit to have only the arms and handy
- moved the hands and arms to the right position (under the bones)
- removed the old hands and arms
- select everything (space + ctrl + klick on every null and msh)
- locked the key for frame 1 and 2.
- export via ZETools,
- ...
- started BF2
Result:
some static non moving arm and hand parts are infront of my view.
So is there something special i maybe missed??
2-3. You shouldn't be keying all the objects, only the bones and perhaps the dummyroot.
Make sure you branch select dummyroot (mouse wheel click)Anakin wrote: So as you can see i selected dummyroot when exporting
Also, key frame 0 to be safe, and export on frame 1.
I'd just like to make it clear that you actually don't need to place the objects under the bones, instead you could envelope the arms and leave them under dummyroot. This method comes in handy when you have a seamless arm. In your case you have the hand extend into the arm, in which case it might be wiser to envelope the arms and hands. The asset's use both methods.JimmyAngler wrote:you might want to move the arms under the actual bones to get them moving....
- Anakin
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Re: how to set up an fpm correctly
Ok i set up frame 0 and 1. So i now changed it to frame 1 and 2. cursor on frame 1, select the dummyroot and exported with the same settings you can see on the picture.
Result: Still the same as before
Result: Still the same as before
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- AceMastermind
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Re: How to set up an FPM correctly?
You've been sitting on this problem for 9 days. Post your scene for inspection.
Branch selecting is not necessary when exporting with ZETools, only for the Pandemic Tools. ANDE wrote the plugin this way so you would only need to select the root node, all child node data and their properties are collected automatically.
Branch selecting is not necessary when exporting with ZETools, only for the Pandemic Tools. ANDE wrote the plugin this way so you would only need to select the root node, all child node data and their properties are collected automatically.
- Anakin
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Re: How to set up an FPM correctly?
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- AceMastermind
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Re: How to set up an FPM correctly?
I'd rather look at the actual scene file. I want to see what you're doing that isn't working.
This whole process is really no different than working with the unit template.
This whole process is really no different than working with the unit template.
- Anakin
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- Posts: 4817
- Joined: Sat Sep 19, 2009 11:37 am
- Projects :: RC Side Mod - Remastered - SWBF3 Legacy
- Location: Mos Espa (germany)
- AceMastermind
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Re: How to set up an FPM correctly?
It looks like you moved keys around, you don't need to mess with those. Every time I cut some of your geometry from the hierarchy it jumps to another position, this shouldn't happen. Make sure you freeze geometry transforms before you set up the hierarchy. If after making these corrections and it still doesn't work, try using the FPM template in this post instead since all nodes are nulls. If it still doesn't work then there may be a problem with ZETools, but this would require more testing to confirm it.
