fragMotion - character animator

Posted By: Orange Brat

fragMotion - character animator - 12/27/04 07:28

I successfully got the Jarjar sample model from fragMotion to Milkshape to MED(MS ASCII path..MS's MDL7 doesn't support animation) with skeleton and UVs intact. No skin or animations, though. MED would cycle through and display frame names but not changes with the model. I probably just exported something wrong somewhere along the line.

http://www.fragmosoft.com/

Quote:

fragMOTION is a powerful 3D modeller specifically intended for the creation and animation of characters. fragMOTION is intuitive and easy to use and contains many features that are only found in top of the line modellers. And if that's not enough for you, the event driven scripting system makes it a breeze for you to add your own features.




Quote:

Supported Model Formats
DirectX (.x)
Quake 2 (.md2)
Half-Life (.mdl)
Half-Life (.smd)
Milkshape3D (.ms3d)
fragMOTION (.arg, .ugh)
More on the way...




Posted By: myrlyn68

Re: fragMotion - character animator - 12/27/04 15:15

Quote:

I probably just exported something wrong somewhere along the line.




Haven't had a chance to try this out...but looking quick at there website I could make a good guess as to the problem with animation in your attempt:
Vertices can be affected by up to 4 bones
Chances are good that they wanted to show off that feature in their example models. Problem is that 3DGS only supports 1 bone per vert. Anymore on any vert and the entire animation set is scrapp (common mistake I see with Max exports)...

Double check that and you might find that path working.
Posted By: alienheretic

Re: fragMotion - character animator - 12/28/04 14:06

I bought this his program today is awesome and very easy to use someone here on the forum should write an export plugin for mdl7 format the sdk is free and available here
http://www.fragmosoft.com/fragMOTION/fragmotion_sdk001.zip

Thanks OrangeBrat For Posting This Awesome Tool
Posted By: Orange Brat

Re: fragMotion - character animator - 12/29/04 00:08

Quote:

I bought this his program today is awesome and very easy to use someone here on the forum should write an export plugin for mdl7 format the sdk is free and available here





I sent the developer the link to the MDL7 files a couple days ago. I haven't heard back from him, but yes someone could always use his SDK for the same thing. Obviously there's already a path to get from point A to point B, but a direct export would be nice, too.

Posted By: nuclear_winter

Re: fragMotion - character animator - 12/31/04 04:04

Thanx Orange,
If you or anyone else has some more ipressions of the software plese share them, im becoming interested in Fragmotion, and since i use Character FX (a dead software) i want to know if its fairly easy to learn and overall better than CFX.

Thanx again
Posted By: Orange Brat

Re: fragMotion - character animator - 01/26/05 02:29

Quote:

Thanks, I have the specs and will begin adding support for this format soon.

dave




That's the man's own words, so provided he doesn't run into any roadblocks, expect MDL7 support somewhere down the line. Darkbasic DBO format was recently added, so that's a good sign.
Posted By: sr124

Re: fragMotion - character animator - 02/06/05 10:05

Dave commit to complete the mdl7 on Monday!
Posted By: Orange Brat

Re: fragMotion - character animator - 02/08/05 02:41

It looks like it's finished..the link to the sample importer/exporter is on the homepage:

http://www.fragmosoft.com/fragMOTION/FileTypeMDL7.zip

The program itself has also been updated to 0.6.0. If anyone out there has this program, please let us know how the new exporter is.
Posted By: Dyc

Re: fragMotion - character animator - 02/08/05 03:36

Well......
Now this is the kind of personal touch all software developers should have.
Requested on the 25th jan, completed on the 7th of feb.
Had a quick glance and it exports to mdl7 with bones and animations.
All I can say is Wow...
Posted By: slacer

Re: fragMotion - character animator - 02/08/05 16:58

This tool will definitely become a part of my software library.
It is able to read the weird DarkMatter animations and converts them into nice MDL7
- without the usual animation explosion (arms and legs... all in the model center and animating at a wrong position).

-- slacer
Posted By: nuclear_winter

Re: fragMotion - character animator - 02/08/05 18:01

Well people. How does tha plugin fare? bones? animation quality? is it THE EXPORTER that will solve all our problems?
Posted By: Blattsalat

Re: fragMotion - character animator - 02/08/05 18:44

is the tool capable of loading motion data (bip, bvh)??
Posted By: slacer

Re: fragMotion - character animator - 02/08/05 19:11

Just download it
It is limited to run 13 days if not registered - AND it can SAVE even in the demo!

Yes - it uses bones. I guess it would not work without.
I have not created my own animations with this tool but it replays .X animations and exports them well into MDL7.

I can NOT export into a GameStudio file format below MDL7.
So, if you use A5 or A6 Standard this tool would not make you happy if you need direct export to mdl 4 or 5.
(You simply can't use it in your game then).

-- slacer
Posted By: nuclear_winter

Re: fragMotion - character animator - 02/09/05 01:23

Sure slacer, but the big problem was to export animated models with BONES to MDL. Milkshape3D and Ultimate Unwrap export MDL5 and MDL4 without problems!
Posted By: Blattsalat

Re: fragMotion - character animator - 02/09/05 01:38

nope the problem is: Can i load and save motions and motion strings?? If this can be done you can use 3rd party modeling andother one for the anims and use the fragmotion as the connection point and exporter to med.
I will buy it if it can...need to test it now.
Posted By: Orange Brat

Re: fragMotion - character animator - 02/09/05 09:11

It looks like another program update. In the MDL7 thread he says you need it to import/export skins for MDL7.
Posted By: sr124

Re: fragMotion - character animator - 02/09/05 21:24

The mdl7 is work fine, all the uv texture is correct ( I test only 1 skin/model ). The system can load 30K mesh with 500frames animation very fast on my dual AMD compare to MED. You have to try 0.61 that's what I can say but the mesh animation model (mdl4) still not work. I mean if you convert cbabe into mdl7 and import into fragMotion she will do nothing there. I did sent the feedback to dave already. I think during he wait the feedback he busy do the bvh import.
Just FYI.
Posted By: slacer

Re: fragMotion - character animator - 02/10/05 00:15

fragMotion is a BONE animator, but since MD4 does not contain bones you can't
transfer MD4 animations into fragMotion.

And of course, you can't bring the bone animation back into MD4.
The only way to do this would be to export frame by frame as .3ds and import this sequence into MED.

But there is no file support for .3ds.

This is no bug.

-- slacer
Posted By: Orange Brat

Re: fragMotion - character animator - 02/10/05 02:29

I successfully imported a boneless MDL7 into it..skin and all. It wouldn't bring in the skin with 0.6.0 but it works fine in 0.6.1.
Posted By: slacer

Re: fragMotion - character animator - 02/10/05 03:49

Including frame based animations?
Posted By: Orange Brat

Re: fragMotion - character animator - 02/10/05 04:07

No, there weren't any animations since it's just the vertex only guard model. The fact that I actually got a 3rd party app to load our format is an amazing feat worthy of a shot of 151. Any problems and/or improvements to the MDL7 aspect of the program should be made in the appropriate thread. Just look for it in their Feature Requests section.
Posted By: alienheretic

Re: fragMotion - character animator - 02/10/05 08:38

k heres what i did export from 3dsmax to unwrap3d format ".u3d" (keeps bones)
export from unwrap3d to milkshape format or .x both work for me
import to fragmosoft save as mdl bones and animations in tact tried with 500 frame animation of 3dsmax biped and it seems to work well for 2 diff models i had
Posted By: sr124

Re: fragMotion - character animator - 02/10/05 10:32

Let me share some experience after get the link from Orange Brate and use it for 4 days.
0. <2M program $15 which I think it's a toy and should not impresion on day 1.
1. After use I found it is good on animation, you should use other modeling program like silo to do the model and import into this system.
2. You should set 1 vertex/bone not 2 or 3 if you want to export to 3dgs. The program will turn on auto binding soon. I push him.
3. You can create many clips sperate in fragMotion like walk run,etc
4. You can merge animate bone from other model tweek it until it is align with your new model and bind. Which mean if you get bvh file put into other program like milkshape and put some box into it, save into ms3d and merge into fragmotion. You can utilize the bvh.
5. Dave also almost complete bvh, I think 95% so you don't do above soon.
6. The animation tools have pitch/Yaw/Roll like gamespace you also can tweek bone with many options during animate and it is correct in MED.
7. If you ever load hi-resolution model with 500frames animation in Milkshape Ascii into MED. Do you think how long that you wait? I also not sure unwrap3D can export maximum mesh out into mdl. You should try may be 32K. I'm not sure.
8. I did found the programer at fragMotion work very hard and try to fix the problem very fast compare to others. Now I request Morph and Vertex number.
FYI.

Posted By: Orange Brat

Re: fragMotion - character animator - 02/11/05 01:30

I see that Biovision BVH is now up for download. I got a "biped" version from E-Motek to load but no animation. I've already let him know. Either the program doesn't like their format or I don't know what I'm doing. Motek offers tons of cheap motion capture(for commercial use...otherwise it's free) and it would be great to use them with fragMotion.

http://www.e-motek.com/entertainment/downloads/index.html
Posted By: Orange Brat

Re: fragMotion - character animator - 02/12/05 06:03

Nevermind...the BVH at Motek do work. I wasn't highlighting the correct line in one of the panels.

@jcl: You might want to forward the new MDL7 libraries if they are available to 3rd parties early. He emailed you but never received a reply. His email is admin[at]fragmosoft.com or you can post in the MDL7 thread when you find the time:

http://www.fragmosoft.com/forum/viewtopic.php?t=7
Posted By: Orange Brat

Re: fragMotion - character animator - 02/14/05 04:31

Vertex animation has been added to the MDL7 exporter and a normals bug squashed. An updated DLL will be available in the next couple of days.

http://www.fragmosoft.com/forum/viewtopic.php?t=12
Posted By: Orange Brat

Re: fragMotion - character animator - 02/16/05 08:34

An updated MDL7 dll is available. See the progress log thread from my previous post.
Posted By: Orange Brat

Re: fragMotion - character animator - 02/19/05 05:29

This is cool...an onion skin preview! See a screenshot at the link:

http://www.fragmosoft.com/forum/viewtopic.php?t=34

Also, a tutorial has been posted. I haven't had a chance to check it out, but here it is: http://binarypictureshow.com/site/staticpages/index.php?page=20050215083136858

Both 3DS and MD3(Quake 3) support is on the todo list, and there's an X dll update available(see progress log section).

Also, the vertex animation support for our MDL7 is export only, so you're not going to be able to import your preexisting animations...at least not yet. Fragmo did mention that he'd implement that if there was a call for it. It's not that big of a deal, though.
Posted By: Machinery_Frank

Re: fragMotion - character animator - 02/19/05 19:40

Onion skin? I did not get what that should be good for...
Posted By: WHURL

Re: fragMotion - character animator - 02/19/05 19:56

Onion skinning shows 'ghost' images of the animation frames preceeding and following the frame you are currently at. Very useful for creating and tweaking your animations. See an example of it at the link Orange Brat posted.
Posted By: Machinery_Frank

Re: fragMotion - character animator - 02/19/05 21:36

Thanks for clearing that. I would like to see that in action. That sounds good.
Posted By: Orange Brat

Re: fragMotion - character animator - 02/22/05 08:27

The 2nd part of the tutorial is now up. It covers assigning vertices to bones. I think you can only assign one vertex to a bone with the current implementation in 3DGS, so keep that in mind:

http://binarypictureshow.com/site/staticpages/index.php?page=20050220201625232

Tutorial part 1 can be found here. It covers bone creation and placement: http://binarypictureshow.com/site/staticpages/index.php?page=20050215083136858

A 3rd part is on the way and will cover animation.
Posted By: slacer

Re: fragMotion - character animator - 02/22/05 16:28

Sorry, but you ment one bone per vertext - not the other way
Posted By: Orange Brat

Re: fragMotion - character animator - 03/01/05 12:13

There is now an exporter for MDL3, MDL4, and MDL5: http://www.fragmosoft.com/fragMOTION/FileTypeMDL5.zip

There's also a new CHM help file: http://www.fragmosoft.com/fragMOTION/fragmotion_help.zip

All three tutorials are complete. They'll be updated as new features get implemented:

Part 1...creating bones: http://binarypictureshow.com/site/staticpages/index.php?page=20050215083136858

Part 2...assigning vertices: http://binarypictureshow.com/site/staticpages/index.php?page=20050220201625232

Part 3...animation: http://binarypictureshow.com/site/staticpages/index.php?page=20050227232746414
Posted By: Machinery_Frank

Re: fragMotion - character animator - 03/01/05 17:54

Thanks Orange Brat. Did you work through these tutorials yourself? I have read them shortly and found them quite good. But until now I don't have the software to follow the instructions.
Posted By: Orange Brat

Re: fragMotion - character animator - 03/01/05 19:28

I haven't had time to actually get hands on, but I've gone though them.
Posted By: Orange Brat

Re: fragMotion - character animator - 06/23/05 05:14

MDL7 update

Quote:


The update fixes problems with uv coords being out of range. Characters with many vertices will also export faster.

http://www.fragmosoft.com/fragMOTION/FileTypeMDL7.zip




Posted By: Orange Brat

Re: fragMotion - character animator - 06/23/05 22:55

Another quickie update:

Quote:


Loading MDL7 files will now preserve frame names by creating separate animation sequences: http://www.fragmosoft.com/fragMOTION/FileTypeMDL7.zip




Posted By: Orange Brat

Re: fragMotion - character animator - 07/25/05 00:31

Here's good news for Wings users. I made the request and fragmo has added .wings format import to his todo list. He's also planning on 3DS import and I suggested that he test the Wings flavor of 3DS given it is a popular free program. I don't know if he'll accomodate, but I'm happy we'll be able to get something made in Wings into it one day.

He's also going to add some kind of sprite generator that I suggested. I guess he had this in an early alpha version but scrapped it. I was wanting it to save animation frames for Wintermute, but I suppose 3DGS users could use it for sprite animations based off 3D objects.
Posted By: nuclear_winter

Re: fragMotion - character animator - 07/25/05 06:04

Thats good news Orange! With your influence and Fragmo's dedication, the program is getting really good.
Posted By: Andreas C

Re: fragMotion - character animator - 08/12/05 12:30

Quote:

Here's good news for Wings users. I made the request and fragmo has added .wings format import to his todo list. He's also planning on 3DS import and I suggested that he test the Wings flavor of 3DS given it is a popular free program. I don't know if he'll accomodate, but I'm happy we'll be able to get something made in Wings into it one day.




That will be a good thing to have ... although I own other progs (like LW), I took a look at Wings3D and have to admit that I find it very impressive ! Combine that with Fragmotion for animation and you got a great set of tools at a fantastic price !

Cheers,
Andreas
Posted By: eleroux

Re: fragMotion - character animator - 08/13/05 13:52

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
Posted By: Orange Brat

Re: fragMotion - character animator - 08/14/05 09:39

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.
Posted By: Orange Brat

Re: fragMotion - character animator - 10/12/05 23:15

The next release will introduce texture painting like in Tattoo or DeePaint 3D. No details on the complexity of it, but there's the post:

http://www.fragmosoft.com/forum/viewtopic.php?t=199
Posted By: Machinery_Frank

Re: fragMotion - character animator - 10/13/05 07:45

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.
Posted By: Orange Brat

Re: fragMotion - character animator - 07/11/06 05:49

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=303

Quote:


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




Posted By: Orange Brat

Re: fragMotion - character animator - 08/16/06 22:42

If you click on the forum link..this pops up:

Quote:

Forums will be down indefinitely. Bug reports for fragMOTION and support requests should be directed to the 'Contact Us' link above.




Also, the 0.85 beta has been taken down. It's either all over or simply a matter of not enough time to devote and/or bandwidth.
Posted By: xboy360

Re: fragMotion - character animator - 08/17/06 08:10

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.
Posted By: Orange Brat

Re: fragMotion - character animator - 02/26/07 15:16

Version 0.90 Beta 1 is released. The biggest new features are support for vertex animation (still crude) and a sprite creator (for saving out animation frames to a 2D format).

Quote:


After the longest and most painful debug cycle I can remember I've finally got a beta ready for the next version. The support for vertex animation (morphing) is still pretty crude so feel free to make suggestions for features. Also there is one known issue with the sprite creator, it seems that some graphics cards don't retrieve alpha values when reading from the screen buffer so if your sprite images end up being completely transparent try using the remove alpha values option while saving sprites. Please send any bug reports to support <at> fragmosoft dot com or post them in the Bug Reports section of this forum.







http://www.fragmosoft.com/forum/index.php?topic=229.0








Synopsis of changes made for version 0.9.0
-added sprite creation dialog
-fixed scrollbars in KeyFrameSlider dialog
-fixed Invoke button on Rotate and Scale tools
-added Origin property to Rotate Object and Scale Object tools
-removed restriction on number of vertices and faces exported to Quake 2 .md2 files
-fixed crash in IMesh::GetTriangleStrips which is called by the .md2 exporter
-added Merge Animation option to menu
-added options to .x file exporter
-fixed bug where .x files were invalid when exporting an animation with no keyframes
-fixed bug where importing certain .x files would crash due to invalid VertexDuplicationIndices
-added support for vertex animation
-added importer Quake 2 .md2 files
-added importers for 3D GameStudio MDL3, MDL4, MDL5
-updated MS3D importer/exporter to support vertex weights
-added undo/redo buttons to toolbar in the UVMapper and keyframe editor
-added animation controls to the keyframe editor toolbar
-added context menu items to flip textures and add/remove alpha values
-added graphic tools for transformation and animation




Posted By: EX Citer

Re: fragMotion - character animator - 02/26/07 16:34

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.
Posted By: EX Citer

Re: fragMotion - character animator - 02/28/07 14:13

OK, I have to correct myself. Looks like it imports all the masses of bones correctly.

Looks like I have to buy that programm...
Posted By: Orange Brat

Re: fragMotion - character animator - 03/13/07 07:52

Version 0.91 with 3 MDL7 fixes and/or features added:

http://www.fragmosoft.com/forum/index.php?topic=246.0

Quote:


version 0.9.1
-fixed crash in Quake 2 .md2 exporter
-fixed missing uv coords for several basic shapes
-fixed blue textures in 3D Gamestudio MDL7 importer
-added support for exporting different skin color depths in 3D Gamestudio MDL7 exporter
-added support for external texture references in 3D Gamestudio MDL7 exporter
-fixed missing undo group in Merge Animation
-fixed Half-Life .smd animations not loading with Merge Animation
-fixed crash in keyframe editor when not all keylists were being shown
-added anti-aliasing option to sprite creator
-fixed a bug with the floor calculation in the sprite creator
-when the remove alpha option is used when saving sprites the background will now remain transparent
-fixed error in Blitz .b3d exporter when exporting multiple animations where the first and last keys were not set




Posted By: Orange Brat

Re: fragMotion - character animator - 05/26/07 22:54

There's a new version 0.91a, as well as a patch for it (separate downloads). One of the fixes is MDL7 related.

http://www.fragmosoft.com/fragMOTION/download/index.php

Quote:


version 0.9.1a
-fixed several errors caused by locale settings using commas for decimals
-fixed bug where .ms3d models sometimes were imported without assignments
-fixed infinite loop when opening a model file containing errors using the 'All Supported Files' filter
-fixed bug where keyframes pasted into the keyframe editor were lost if they extended past the end of the animation
-fixed incorrect export of sprite images whose width exceeded 1024 pixels
-fixed problem with small models disappearing in the sprite creator because of near z-clipping
-added option to sprite creator to save single frames in rows or columns
-added option to sprite creator to save images with a uniform size
-added option to 3D Gamestudio MDL7 exporter to store texture images internally or use a file path
-added tools to modify the entire mesh or skeleton separately
-widget tools will now display properties for the selected tool





Quote:


version 0.9.1a patch
-Wavefront OBJ importer/exporter now handles textures and exports usemtl with the correct name
-updated MS3D importer/exporter to work with Milkshape 1.8.0+
-fixed bug in 3D Gamestudio MDL7 import/export where models using multiple materials were saved incorrectly
-fixed bug in .dds export where image dimensions were changed to powers of 2 but the content was not scaled





There's also been a nice fragMotion plugin released called SkeleTools. It works in conjunction with the BVH files you can but at TrueBones:

http://www.fragmosoft.com/forum/index.php?topic=303.0

Quote:


SkeleGen: Creates a base skeleton, using the naming convention found in the Milkbones animations, allowing any Milkbone animation to easily be merged. Click and drag in the front view ( Currently: If created in other views makes a really flat useless skeleton!) to create the skeleton, sized to the area dragged.





Here's a free BVH editing tool that can be used with the TrueBones motions, too:

http://www.davedubuk.btinternet.co.uk/

Quote:


- Convert many types of bvh files to be Second Life compatible.
- Add, remove and rename joints.
- Make adjustments to any motion channels across all frames at once.
- Make adjustments to the joint offsets (i.e. skeletal structure)
- Zero out any motion channel (e.g. to keep the figure from 'wandering off' from the origin)
- Trim off frames from the front and back of the file (to create a loop-able animation)
- 'Knit' together the start and end frames for smoother looping. (Uses linear interpolation only)
- Set a T-pose for the first frame (for Second Life compatibility)
- Adjust the frame time to speed up or slow down the animation.
- See graphically how the joint structure and motion data work together.
- Quickly and easily see which axis the arms are aligned on.
- Open and view many other bvh file variants.





Finally, here's what the fragMotion sprite creator looks like:

http://www.geocities.com/hainesrs/misc/sprite.jpg

...and here's what I made (based off the settings in the image above except I changed it from individual files to single row):

http://www.geocities.com/hainesrs/misc/sprite2.jpg
Posted By: Orange Brat

Re: fragMotion - character animator - 11/13/08 15:38

fragMotion finally updated to 0.9.5:

http://www.fragmosoft.com/

Quote:

CHANGE LOG:

version 0.9.5
-added Wavefront OBJ importer/exporter
-added Alias FBX importer
-added Softimage XSI importer (mesh only)
-update MS3D importer/exporter to work with Milkshape 1.8.0+
-added tool to display information about each bone
-fixed bug in 3D Gamestudio MDL7 import/export where models using multiple materials were saved incorrectly
-added functions in the keyframe editor to split and append animations
-improved handling of imported files that contain more than 4 weights per vertex
-added vec2Lib and vec3Lib to LUA plugin to manipulate vectors in script
-added ability to modify key values in local or world space with key scripts
-unchecking groups in the export selected dialog now stops the associated mesh from exporting
-added options to animation tools to change keys before and after the current frame
-added ability to enable/disable key lists
-improved animation merging
-added batch file conversion
-added ability to use a license file
-added split bone tool
-added split edges tool
-added ability to save selections
-added timer objects
-added ability to show tool tips from script

http://www.fragmosoft.com/fragMOTION/download/index.php

There are several key features that didn't make it into this release, namely FBX export and Torque support. Inverse kinematic anchoring is not fully supported either, although it does work in some cases.

dave

Posted By: NITRO777

Re: fragMotion - character animator - 11/14/08 12:10

now that it has obj support I may be interested in looking at it, just because it supports .bvh files mocaps with truebones.
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