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FPS Creator Model Pack and Ultimate Unwrap3D

Discussion in 'Formats & External Tools' started by Vordas32, Nov 23, 2012.

  1. Vordas32

    Vordas32

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    Hi to everyone,

    I download and install Model Pack 10 3D Models which is for FPS Creator engine. Installation was successful. Models are animated and they are in X format. I open one model with hands in unwrap 3d and weapon in unwrap3d looks OK but the hands is not in the right place. I am not 3d artist I am programmer so I do not have experience with this stuff. I want to ask you if someone have the same problem like I do have and how to fix the problem. If someone try to open this models in unwrad3d is the hand problem normal and what I need to do do solve this. If you have other resources for animated 3d models for FPS game who not have this problem please let me now . This is for testing not for real game.
     
  2. hammer

    hammer

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    Post a screenshot.
     
  3. Vordas32

    Vordas32

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    This is screenshot when I open gun.



    But when I press play left arm, smaller one, do not animate. Its not moving. The big arm, right, is animate corectli. I see that all yellow lines do animation but smaller hands do not move. I dont now what yellow lines present.

    This is when gun is animated.



    Animation from different angle



    And when I save as 3ds and import in unity there is no texture and I fink that is gun in wrong rotation becasue I see screenshot in website and the all guns are for right handed but when I press play gun rotate and look like is left handed. I cant save in FBX.only in 3ds. Everything is corectli with unwrap3d but I have old version so I cant save in FBX.
     
    Last edited: Nov 24, 2012
  4. hammer

    hammer

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    You should have told us what version you're using. v2.15 is a very old version.

    If you want to know if the problem is import related, then just download the
    latest demo version, and compare the two. Demo is free to use and play.
    http://unwrap3d.com/u3d/downloads.aspx

    However, I will try to answer your questions for this very old version.

    The yellow lines represent your skeleton. When animation is off,
    it should follow the outline of your model. The first pic looks correct.

    If something doesn't animate, it usually means those vertices are not assigned
    to a bone. The old version may not handle DirectX vertex-bone assignment
    as well as the latest version. There have been many updates since.

    Also, the latest version can switch between left-handed and right-handed
    DirectX models. Old versions may not.
     
    Last edited: Nov 24, 2012
  5. hammer

    hammer

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    Sorry, can't help. You might get banned for such a request.
     
    Last edited: Nov 24, 2012
  6. drewradley

    drewradley

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    I have the latest version and while the hands are in the correct place, the animations are all messed up. The hands go askew and the clip is inserted into the air on the right side of the gun. Totally useless.
     
  7. hammer

    hammer

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    What's the point of your post? Are you asking for help or just complaining?

    Try another file format, or ask the devs for help if you didn't download it from a torrent,
    like the last guy.
     
    Last edited: Nov 28, 2012
  8. drewradley

    drewradley

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    Just informing the OP that even with the current version, it still won't work properly.
     
  9. hammer

    hammer

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    OP already confirmed it *worked* with the latest version.

    But you can't read his response anymore, because the forum moderator removed it.
    They removed part of my post too.

    If you something to complain, take it to the devs. They can rip your model apart and
    find the true problem.
     
    Last edited: Dec 14, 2012
  10. drewradley

    drewradley

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    No. I was simply sharing my first hand experience on the subject as I have been converting them for several years now. For the record, how many of "The Game Creators" models have you converted in UU3D?
     
  11. hammer

    hammer

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    OP's problem has already been resolved.

    If you're not seeking help, then I'm done too.
     
  12. hammer

    hammer

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    NEW INFORMATION

    This is how to repair DirectX files from FPS Creator Model Pack.

    These DirectX files were originally exported from 3dsmax/Maya (?) with zero weights.
    This causes problems with importers, forcing vertices to become unassigned or untransformed.

    Download the "DirectX 9.0 SDK Update - (Summer 2004)" package here:
    http://www.microsoft.com/en-us/download/details.aspx?id=21416

    The file is called dxsdk_sum2004.exe or dxsdk_aug2004.exe.
    It's should be about 227 MB. You must download this specific version, as certain
    files have been removed in later versions. I'm sure you can find it elsewhere
    if Microsoft's website isn't working.

    Find the program called MView.exe (MeshViewer) in the Utilities folder.
    Open the FPS Creator DirectX file as a "mesh" file, then re-save it as a DirectX file again.
    It doesn't matter if it's text or binary format.

    Then load the new DirectX into UU3D. In the importer dialog, where it says
    Animation Info ticks/sec, enter the value 30. This imports the animation
    at the correct frame rate.

    This should work for most if not all DirectX files from FPS Creator Model Pack.
     
  13. dongvanhung

    dongvanhung

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    I never use Ultimate Unwrap 3D, because when i import it into UU3D then skin's model was no smooth. I was used other way and now it so good
     
  14. hammer

    hammer

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    Well, for everyone that does use UU3D, then please try the method I posted.
    It works for me.

    And if you actually purchased the FPS Creator Pack, then you should be emailing the makers.
    Tell them to fix their zero vertex-weight assignments.
     
    Last edited: Dec 14, 2012
  15. derkoi

    derkoi

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    I'm trying to convert some FPSC models using UU3D and it all works apart from the animations in Unity 4, they're there but don't actually animate in the scene or game view.

    Any idea why?
     
  16. hammer

    hammer

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    So, you're saying the animation works in UU3D, but not in Unity?
    What file format are you exporting from UU3D? DirectX, FBX, etc...?
     
  17. derkoi

    derkoi

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    Yes, I even have the animations in the unity inspector but have to manually add an animation component to the model.

    I'm exporting from UU3D as FBX and I'm using the latest version as I've just bought it.
     
  18. hammer

    hammer

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    UU3D has two FBX exporters, 2010 and 2012.
    Go to the UU3D website and download the FBX plugin zip to get them both.

    Then, try exporting your animation using the FBX 2010 exporter. Unity might not support FBX 2012 animations.
     
    Last edited: Feb 5, 2013
  19. derkoi

    derkoi

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    Hmm I never saw an option for fbx 2010. Am I exporting correctly using save as?
     
  20. hammer

    hammer

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    You have to install it first.

    You can download it here:
    http://unwrap3d.com/u3d/downloads.aspx

    The zip file includes the FBX 2010 exporter.
     
    Last edited: Feb 6, 2013
  21. derkoi

    derkoi

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    Thanks I just tried that and the animation still doesn't work. I can preview it in the inspector can also split the animations in to clips but I can't get them to play in the scene view no matter what I try. :(
     
  22. hammer

    hammer

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    [edit]
     
    Last edited: Feb 17, 2013
  23. hammer

    hammer

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    After working with Unity 4, I think I understand the problem better.
    Unity 4 introduced a new animation system called Mecanim.

    In Unity 3, if you dragged an animated FBX asset file straight to the Scene view, that should
    also bring in the animation as well. And if you click on it, you should see a Animation component
    in the Inspector view, that lists all the clips, etc...

    But, in Unity 4, if you drag a FBX file into the scene, animation won't play and you won't get
    a Animation component anymore. Instead, you get a new component called "Animator".

    To get animation working in Unity 4, I found that you first have to create something called a
    Animation Controller. Assets -> Create -> Animation Controller. In the Project view, if
    you click on this new asset, it should open up the Animator view (Scene/Animator/Game).
    Initially, it's empty. What you have to do here is click on the small arrow on your FBX asset (Project view),
    and this opens up several icons, including the animation. Drag the animation icon to the
    Animator view, and this brings in the animation.

    The last step, you have to link your new AnimatorController asset to the controller in the
    Animator component. Do this by dragging the AnimatorController asset to the Controller field
    listed under the Animator component in the Inspector view.

    Now, when you hit the Play button, animation should play.

    If it's hard to follow, I would try to find a video tutorial, as the process is totally
    different than before. I had no idea how to do it until now.
     
  24. derkoi

    derkoi

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    I fixed this a few days ago, just need to switch the animation to legacy mode. :)
     
  25. hammer

    hammer

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    Thanks, just tried it. That works great too.

    The Animation Type under the Inspector View Rig tab is set to "Generic" by default.
    Setting this to "Legacy" fixes the problem. When you drag the FBX asset to the scene,
    you now get a Animation component added instead of Animator. Awesome.
     
  26. ZeoWorks

    ZeoWorks

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    Is it legal to convert paid FPS Creator models and use them in unity? :)
     
  27. derkoi

    derkoi

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    Yes