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Re: fragMotion - character animator
[Re: Orange Brat]
#38413
08/13/05 13:52
08/13/05 13:52
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Joined: Jul 2005
Posts: 366
eleroux
Senior Member
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Senior Member
Joined: Jul 2005
Posts: 366
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Quote:
Another quickie update:
Quote:
Loading MDL7 files will now preserve frame names by creating separate animation sequences: http://www.fragmosoft.com/fragMOTION/FileTypeMDL7.zip
I am trying - but all animations come together in a single 'animation' sequence. No frame names or separate scenes importing into fragmotion. What am I doing wrong?
Emilio
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Re: fragMotion - character animator
[Re: eleroux]
#38414
08/14/05 09:39
08/14/05 09:39
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Joined: Aug 2000
Posts: 7,490
Orange Brat
OP
Senior Expert
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OP
Senior Expert
Joined: Aug 2000
Posts: 7,490
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Best to ask on the fragMotion forum. EDIT: Nevermind, I see you already did. I also saw that he's going to take your suggestions into account for a future version. I wonder if I asked him to finish my game if he would.
My User Contributions master list - my initial post links are down but scroll down page to find list to active links
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Re: fragMotion - character animator
[Re: Orange Brat]
#38416
10/13/05 07:45
10/13/05 07:45
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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Great. But I still miss constraints for the joints to create a good IK animation. That would be more important than the paint function because I see fragmotion as a good animator software even if it seems to get a good all-in-one solution very soon.
Models, Textures and Games from Dexsoft
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Re: fragMotion - character animator
[Re: Machinery_Frank]
#38417
07/11/06 05:49
07/11/06 05:49
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Joined: Aug 2000
Posts: 7,490
Orange Brat
OP
Senior Expert
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OP
Senior Expert
Joined: Aug 2000
Posts: 7,490
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I think Loopix already started a thread on this, but no one replied, plus I guess you could consider this an "official" thread on fragMotion. Anyway, there's a new beta version out. You may have to uninstall any previous version(s) to get it to work, though. I had to do so, and it work fine: http://www.fragmosoft.com/forum/viewtopic.php?t=303Quote:
http://www.fragmosoft.com/fragMOTION/fragmotion_085_beta3.zip
I've posted a beta for the next release. Here are some important notes on this release
1) .ugh and .arg files created with this version will NOT load into older versions of fragMOTION.
2) The current SDK and all plugins created with it will NOT work with this version. I'll try to get a new SDK out by Friday. Most plugins will just need to be recompiled to get them working again.
edit: This is the latest SDK with all the updated header files. Plugin developers will need to rebuild existing plugins with these headers in order to use them with version 0.8.5. One important note here regarding the fragTriangle struct, I've added a smoothID member to go with the groupID. In previous versions groupID was the id of the smoothing group which has migrated to smoothID so if you were using this member you will need to update all references to it.
http://www.fragmosoft.com/fragMOTION/fragmotion_SDK_085.zip
3) IK still has problems when using more than one anchor and joint constraints are also suspect if you allow pitch and yaw. One or the other should be fine though. Also, I've noticed very strange behavior with Half-Life 1 Counter strike models where IK will cause the character to disappear. If this happens hit undo and then reset the view. I believe this is caused by having a child bone that shares the same position as its parent.
4) Documentation has NOT been updated yet, I will do this after I get back from vacation.
5) Don't copy the ui.xml from the previous release into the fragMOTION 0.8.5 folder. For some reason this will prevent you from seeing many of the new features. Just to be safe delete the ui.xml from the fragMOTION 0.8.5 folder after you install (if there is one)
Please post any bugs found in the Bug Reports section of this forum.
Thanks, dave
My User Contributions master list - my initial post links are down but scroll down page to find list to active links
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Re: fragMotion - character animator
[Re: Orange Brat]
#38419
08/17/06 08:10
08/17/06 08:10
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Joined: Jun 2006
Posts: 86 Asia
xboy360
Junior Member
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Junior Member
Joined: Jun 2006
Posts: 86
Asia
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Hi,
i got a question about "frag", I imported my road MDL to fragMotion. I tiled it using the uv map coord tool, then i exported it back to med. I opened it in MED and the texture was successfully tiled. I put it in WED, then I ran the game. !!!!! Nooo... The tiling was gone. instead, there were these little black boxes and some boxes with my road textures, like a chessboard. What is this? In MED its all ok but not in WED.
Happy Birthday!
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Re: fragMotion - character animator
[Re: Orange Brat]
#38421
02/26/07 16:34
02/26/07 16:34
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Joined: May 2002
Posts: 2,541 Berlin
EX Citer
Expert
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Expert
Joined: May 2002
Posts: 2,541
Berlin
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I wish he would rise the bones limit. Currently itīs too low. I have multiple models in one. So I have a lot of bones. Thatīs important to make animations like throwing the opponent, or giving something to someone.
I donīt understand why they also make such a small bones limit.
:L
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