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Pages: (4) [1] 2 3 ... Last »  ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 The Simplest Rigging Tutorial In The Universe

 you want your model in game? simple
 
creative madman  
Posted: Friday, Jan 19 2007, 09:28
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i just wrote a tutorial for a fellow GTAF members, on how to Rig... and being the thoughtful and friendly GTAF member I am, I thought id post it for all of you here.

its really simple to rig, everyone seems to be intimidated by trying. i suggest just giving it a go, and in no time you'll be doing it with no problems.

Warning:
it will take you a lot of trial and error to work out which verticles go to which bones, but eventually you will get it, and can have GTA SA Quality Pedestrians and player models.

While this tutorial is written for pedestrians, the same logic applies for rigging player models, however i may soon be writing a separate guide for player models.

Have a look here at My Webpage
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Blackadder.  
Posted: Friday, Jan 19 2007, 10:17
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Nice tutorial CM, will try it out ASAP, and post my results smile.gif

EDIT: Got a good way through it, then realised I screwed up. I'll try again later

This post has been edited by blackadder18 on Friday, Jan 19 2007, 11:05
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VinnyGouveia  
Posted: Friday, Jan 19 2007, 11:15
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Very goos tutorial!
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FLeeF  
Posted: Friday, Jan 19 2007, 19:29
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Thank You!! I've been searching for a tutorial like this for months. I worked out most of this stuff the hard way through trial and error, but the little details you've included are priceless and answer the final mystery for me.

Great job!

FLeeF

Edit: I look forward to your SA player tutorial. Trying to rig all of the different clumps and body parts is still hit and miss for me -- especially how the game handles the player's materials in relation to which mesh is used.

This post has been edited by FLeeF on Friday, Jan 19 2007, 19:35
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92F  
Posted: Tuesday, Jan 23 2007, 00:47
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If this is the simplest riging tutorial, whore it as much as possible.

Fire it into the tutorial thread wink.gif
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creative madman  
Posted: Tuesday, Jan 23 2007, 03:48
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i tried about 4 times it just wouldnt work. so i just posted it here, maybe one of the mods can move it
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92F  
Posted: Tuesday, Jan 23 2007, 17:45
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Weird, should be just a case of creating a new topic...

Usually threads have a led-by/mod. Find out who he is and pm him asking it to be moved into the tutorial thread.
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illspirit  
Posted: Tuesday, Jan 23 2007, 23:25
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Not to nitpick, as the guide is excellent as it is, but there's a simple way to skip a few steps in it...

After reshaping the new mesh to match the rig, go into poly/face level in the rig's mesh, select all the faces (might want to assign them a material id of 20 or something in case reselection is needed). Then attach the new mesh from the editable-mesh level, go back to face/poly mode, and delete the old faces (hopefully still/only selected, if not select by mat-id 20 from the last bit in parenthesis). Just be sure all (or none) of the verts and polys are selected now before going back into the skin modifier.

Not only can one skip x-form'ing and such, but most of the envelopes from an auto-skinned import will remain intact. Vert weights will need some touching up (especially around the joints and pelvis), and there will probably be a few renegade verts the old envelopes missed, but otherwise the skinning is like 80% ready to go.
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creative madman  
Posted: Wednesday, Jan 24 2007, 05:33
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QUOTE (illspirit @ Jan 24 2007, 09:25)
Not to nitpick, as the guide is excellent as it is, but there's a simple way to skip a few steps in it...

After reshaping the new mesh to match the rig, go into poly/face level in the rig's mesh, select all the faces (might want to assign them a material id of 20 or something in case reselection is needed). Then attach the new mesh from the editable-mesh level, go back to face/poly mode, and delete the old faces (hopefully still/only selected, if not select by mat-id 20 from the last bit in parenthesis). Just be sure all (or none) of the verts and polys are selected now before going back into the skin modifier.

Not only can one skip x-form'ing and such, but most of the envelopes from an auto-skinned import will remain intact. Vert weights will need some touching up (especially around the joints and pelvis), and there will probably be a few renegade verts the old envelopes missed, but otherwise the skinning is like 80% ready to go.

cheers for that bit of knowledge, i was unaware of that method...ive done a similar thing in the past when in Zmodeler 2, so i can understand it. i'll rig up a model and alter the tutorial.

cheers mate.

@92F: even weirder is the fact that the topic has now shown up in tutorial section... <shrug>
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AK-73  
Posted: Wednesday, Jan 24 2007, 16:56
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I'd add that I usually start by binding all verts to the root bone. That way, when at the end of the process there's still a vertex bound to the root bone, I know that I have missed some vertices and retouch the skin until no vertex is any longer under the influence of the root bone.

Alex
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Drizz  
Posted: Thursday, Jan 25 2007, 18:34
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Says

[Import Aborted]
This is a Non-Standard DFF!


Huh?..
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Krailer  
Posted: Thursday, Jan 25 2007, 18:56
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@Drizz: Yeah, the latest Kam's I/O scripts only allow you to import original .dff files, custom ones (e.g. Zmodeler exported) won't import. confused.gif

The only workaround that I know of is by exporting in 3DS format.

@creative madman: This is a quote from your tut:
QUOTE
# select the verticles which make up the mesh of one of the several bones (for example head)

# select the head bone in the bones selection box

# in the weight properties, ensure that the weight is set to 1.0 and the rigid box is ticked

# press the paint weights button

Should one repeat the process for each bone? And is there still the need of moving all those axis to shape the envelopes and such?

Thanks.

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creative madman  
Posted: Thursday, Jan 25 2007, 20:23
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@AK-73: funnily enough, i actully included a step like this (except with Spine) in the origional tutorial but i took it out, becuase i thought it would confuse people.

i might have to reintroduce this step

@Drizz: if Krailer is correct (as im sure he is) i cant really help you with that, i havnt updated the 3Ds or Kams Scripts i use since i got it working.

@Krailer: yeah, repeat the process, as in, if you select all the foot verticles select the foot bone, paint weight 1.0 rigid, etc

as for moving the axis to shape the envelopes and all that, i've never had to personally, ive been able to skin pretty much perfect without messing with that.


cheers to all for your feedback
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Drizz  
Posted: Friday, Jan 26 2007, 01:58
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Yeap. The tut worked, thanks a lot. tounge.gif

But now, I just realized that after rigging and making the .dff compatible, I forgot to f*ckin' skin it. O_O Or do I skin it after?.. 'cause the model consists of two elements with two different skins. . . Bandanna and the ped.

What am I doing? O.o;

Skinless model:
http://www.freewebs.com/kelsbasement/lsv3.dff

Ped:
user posted image

Bandanna:
user posted image
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creative madman  
Posted: Friday, Jan 26 2007, 05:03
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looking at your DFF it contains atleast two textures, LSV3 and Neckcross

so make a TXD file with your texture and the neck cross textures with the corresponding names..


this tutorial is for RIGGING a single mesh, not modeling or UV mapping, or creating of textures

please in future, attempt to have your model in working order BEFORE you begin to rig it, so i can avoid being asked questions about UV mapping, texturing and modeling.

thank you all for your interest, but please its fairly straight forward, try to do it before asking me
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Drizz  
Posted: Friday, Jan 26 2007, 14:42
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Aye, thanks. :3 I'll figure out what's up from here.

<3

QUOTE (other forums @ me)

Elllllmaaaaooo LMFAO

I tried my model in-game, doubting that it will even work. But it didn't crash the game. >< I realized that when I got tired of rigging and just rigged parts to random bones in 3Ds Max, it actually did an impact on the model.

Looks like a f*ckin'... I don't know who but it's f*cking funny to see it running in-game. Plus, the left leg, which I rigged to the part "Left Arm" in 3Ds max now slowly moves up and down, it's f*cking hilarious to see it live.

user posted image

Nah, I'm not completely giving up on modeling, now that I found that my model does work in-game. tounge.gif Just next time I make one - I won't go random on rigging. Lol.


This post has been edited by Drizz on Friday, Jan 26 2007, 15:16
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creative madman  
Posted: Sunday, Jan 28 2007, 07:06
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alright, so apart from verticles that were assigned on the wrong place, u are on the right track.

regardless of my statement of not helping with topic-irelevent problems, the bandana around the neck is caused by the playermodel to pedestrian model conversion.

player models ignore texture names, and use the topmost texture in the TXD that is paired with it by the game.

so basically your bandana needs to have a texture assigned to it again.

i would strongly suggest using something like Zmodeler, sorting you model (PROPERLY) so that you have ONE single mesh, and all of this mesh is assigned with a texture.

THEN attempt to rig it
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AK-73  
Posted: Monday, Jan 29 2007, 14:09
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QUOTE (creative madman @ Jan 25 2007, 20:23)
@AK-73: funnily enough, i actully included a step like this (except with Spine) in the origional tutorial but i took it out, becuase i thought it would confuse people.

i might have to reintroduce this step



I would suggest a different solution: maybe we folks in here should write a follow-up tutorial. Like, "Rigging TIps & Tricks" or "Advanced Character Rigging". This should then include "things that can go wrong and how to fix them." smile.gif

Alex
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ceedj  
Posted: Friday, Feb 2 2007, 01:45
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This is a REALLY good tut.

user posted image

Still needs a bunch of work, but the tut is appreciated.

I would LOVE it if maybe you could discuss some wieght painting tips specific to the SA models. One thing I'm uncertain of is how to determine which verti to attach to which bone. Another is really which bones should I use? It mentions in the tut that you don;t need to use them all, so based on a peds movement, which bones should I use, which relates to my previous question. I'd also be happy to hear more about Illspirit's "shortcut", and if that can be applied when converting VC peds to SA peds.

Anyway, thanks again. Great job!
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Blackadder.  
Posted: Friday, Feb 2 2007, 02:22
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I haven't attempted this since last time, I really should do it soon confused.gif It's a great tut though icon14.gif

ceedj: Looks really good in SA! Most VC/lC peds don't look very good in SA (depends on how well you convert them)
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