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How to set up an FPM correctly?
Posted: Sun Jan 11, 2015 9:31 am
by Anakin
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??
Re: how to set up an fpm correctly
Posted: Sun Jan 11, 2015 3:54 pm
by AceMastermind
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.
Re: how to set up an fpm correctly
Posted: Wed Jan 14, 2015 2:03 pm
by Anakin
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??
Re: how to set up an fpm correctly
Posted: Sat Jan 17, 2015 11:22 am
by JimmyAngler
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....
Re: how to set up an fpm correctly
Posted: Sat Jan 17, 2015 12:05 pm
by Anakin
imp_inf_trooper_.. was the old msh. arm_rechts is the new one. So as you can see i selected dummyroot when exporting
Re: how to set up an fpm correctly
Posted: Tue Jan 20, 2015 10:14 am
by Nedarb7
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??
1. Why did you remove all the keys in the first place?
2-3. You shouldn't be keying
all the objects, only the bones and perhaps the dummyroot.
Anakin wrote: So as you can see i selected dummyroot when exporting
Make sure you branch select dummyroot (mouse wheel click)
Also, key frame 0 to be safe, and export on frame 1.
JimmyAngler wrote:you might want to move the arms under the actual bones to get them moving....
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.
Re: how to set up an fpm correctly
Posted: Tue Jan 20, 2015 11:32 am
by Anakin
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
Re: How to set up an FPM correctly?
Posted: Tue Jan 20, 2015 7:06 pm
by AceMastermind
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.
Re: How to set up an FPM correctly?
Posted: Wed Jan 21, 2015 12:22 pm
by Anakin
if there is something special you need to see just tell me
Re: How to set up an FPM correctly?
Posted: Wed Jan 21, 2015 8:37 pm
by AceMastermind
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.
Re: How to set up an FPM correctly?
Posted: Fri Jan 23, 2015 10:50 am
by Anakin
Re: How to set up an FPM correctly?
Posted: Fri Jan 23, 2015 9:16 pm
by AceMastermind
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.