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Attention:
This is for the discussion and releasing of tutorials for modifying GTA. Anything that isn't a tutorial will be deleted without notification.
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The Simplest Rigging Tutorial In The Universe you want your model in game? simple
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illspirit  |
Posted: Tuesday, Jan 23 2007, 23:25
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lycanthroplasty

Group: Network Admins
Joined: May 1, 1976



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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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Street Cat

Group: Members
Joined: Oct 29, 2005


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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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creative madman  |
Posted: Thursday, Jan 25 2007, 20:23
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Street Cat

Group: Members
Joined: Oct 29, 2005


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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  |
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Satan.

Group: Members
Joined: Dec 31, 2004


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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.

Nah, I'm not completely giving up on modeling, now that I found that my model does work in-game. 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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