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 Playable model rigging

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Hellhound

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PostSubject: Playable model rigging   Tue Jul 26, 2016 11:32 am

hi people, I wondering, how can i rig model for playable use? i saw video tutorial by BLOCKED on YT, but it didn't help me with player model rig. Any ideas how I can do it? Thanks in advance
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Witacha
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PostSubject: Re: Playable model rigging   Tue Jul 26, 2016 12:53 pm

I already did a thread about that
http://www.kitopen.com/t4222-rigging-a-playable-model-tutorial
but seems like nobody are very into making a tutorial for free or for money anyway ^^"
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Hellhound

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PostSubject: Re: Playable model rigging   Tue Jul 26, 2016 2:12 pm

I must pay for it? But I just want to learn how to do it, I don't want to ask others to do it for me
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Skyia

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PostSubject: Re: Playable model rigging   Tue Jul 26, 2016 3:04 pm

I think shes meaning, no one will offer free help. So yea, you might be ending up paying for it.
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Kawoie

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PostSubject: Re: Playable model rigging   Tue Jul 26, 2016 5:04 pm

Rigging can be a considerably hard deal to work with. Whether it depends on rigging a tiny little bug to a large boss prey, it depends on the person you're asking. (Talking about whether they are experienced or not.)

https://www.blenderguru.com/tutorials/introduction-to-rigging/
http://blenderbasics.com/rigging-stickman/
And here's the search if you want to find more.
https://www.google.com/search?q=how+to+rig+in+blender&oq=how+to+rig+in+blender&aqs=chrome..69i57.2064j0j4&sourceid=chrome&ie=UTF-8

And I assume to what Wit was getting at is you have to usually pay for people to rig your prey/items/etc. However I cannot seem to find any rigging tutorials for IT on KITO, which I resulted to google for help.

Perhaps check this out too if you can't figure it out.
http://www.kitopen.com/t4041-model-rigging-again-free?highlight=rigging

Anywho, I wish you good luck. I've never gotten into rigging myself as it seems very challenging but nothing is impossible, friend.
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Witacha
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PostSubject: Re: Playable model rigging   Tue Jul 26, 2016 5:17 pm

I did a rigging tutorial for IT but it's the basics
http://www.kitopen.com/t4033-guide-how-to-rig-a-3d-model-for-animation-pdf-version#33923

but the only thing i don't understand how to do is to separate the head/body/tail and merge the tongue teeth / tongue + the eyes without damaging the weight of rigging and i'm really looking for a tutorial about that :/

but thanks for the links kawoie : 3
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Kawoie

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PostSubject: Re: Playable model rigging   Tue Jul 26, 2016 6:33 pm

Aw, darn, my sniffing-out ninja skills couldn't find the thread. Thanks for linking it in advance though Wit!

I can lock this thread if everything is figured out unless you have further questions.
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Hellhound

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PostSubject: Re: Playable model rigging   Tue Jul 26, 2016 7:00 pm

You didn't understood xD..
I know how to rig in Blender, but I want to rig for playable model
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GlaciaTheWolf
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PostSubject: Re: Playable model rigging   Tue Jul 26, 2016 7:36 pm

then....just rig the player model you want to use...
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Hellhound

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PostSubject: Re: Playable model rigging   Tue Jul 26, 2016 7:41 pm

and I asked how can i do it :/... how I can copy oIT rig(for player model) to model .......... i can't explain
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Witacha
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PostSubject: Re: Playable model rigging   Tue Jul 26, 2016 8:57 pm

If you know how to rig you should be aware on how to re use a current rig
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Hamilton

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PostSubject: Re: Playable model rigging   Tue Jul 26, 2016 10:05 pm

Download the original IT .blend files from here. Use the file Magix2.blend (it has all the animations in it). Import the model you want to have as a new body. Rig it to the skeleton in Magix2.blend. Export, convert, test, make changes, rinse and repeat until satisfied.

As long as a mesh is named after the current format (body.mesh, head1.mesh, tail37.mesh, etcetc) it will replace the existing mesh and the game will attempt loading it. As long as the skeleton has all the right animations, it will work. It you are making it to be a private modification for something like a special mane or a custom 3d preset, you don't even have to rename it, you can assign the mesh manually via the character data.


I should add this for Witacha:

To separate the head and tail from the body, duplicate the mesh for each part you need (head, body, and tail? make 2 copies so you have 3 meshes). Then just delete the excess parts of each copy. (making a head? erase all the body and tail)
To add the eyes/teeth/tongue in without messing up weightpaint, i recommend joining them to the head mesh before doing any weightpainting. then do any facial weightpainting by hand.


Last edited by Hamilton on Tue Jul 26, 2016 10:09 pm; edited 1 time in total (Reason for editing : added more basic info)
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Witacha
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PostSubject: Re: Playable model rigging   Tue Jul 26, 2016 10:38 pm

Alright thanks Hami ! will give it a try : 3
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Witacha
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PostSubject: Re: Playable model rigging   Wed Jul 27, 2016 11:38 am

and what about the eyelid how does it work? do i have to create a mesh for it or with the animation ?
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Hellhound

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PostSubject: Re: Playable model rigging   Wed Jul 27, 2016 12:39 pm

Hamilton wrote:
Download the original IT .blend files from here. Use the file Magix2.blend (it has all the animations in it).

I did. But there's no skeleton or animations, only head, mane and tail..
Look:
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Hamilton

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PostSubject: Re: Playable model rigging   Wed Jul 27, 2016 4:27 pm

1) everything is separated in blender layers. in your screenshot, you can see the layers as the small grid of boxes wit dots in them right under the object center dot (orange). clicking these squares changes what layer is visible and thus which object within the blend you are currently looking at. (judging by your screenshot alone, i can see you are currently looking at layer2 ) additionally, you can view the content of multiple layers at once by selecting them while holding the shift key.

2) its typically recommended to use blender version 2.49 for oIT content. as such, i am unfamiliar with newer versions and cannot direct you to viewing the animations list accurately. all i can suggest is navigating the layers until you find the skeleton. select it. and then view the edit actions tab.


for Witacha: it is up to you how you want to do the eyelids. they are considered part of the headmesh materials. you can either take the originals, make new ones, or use the verts around the eye socket to make realistic eye lids (best example would be wolf soul, i think. or if you've played dragon's den recently, i used this method for their horse models).
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Witacha
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PostSubject: Re: Playable model rigging   Wed Jul 27, 2016 5:48 pm

Okay that's what i thought for the vert
thanks for the tips hami ^^
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Nefadozone

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PostSubject: Re: Playable model rigging   Sun Jul 31, 2016 2:16 pm

Action Editor in 2.77:
 

This is going to sound silly, but this tutorial for rigging an animal that has to do with the adult game SecondLife has a good method further down the page/deeper into the video. (at 13:47)

What happens in the video is the pre-made skeleton is used to create starter weight groups, getting rid of some of the headache in most situations.

Once you dive into youtube, you'll see a lot of tuts wanting to use Rigify. Don't bother unless you're making a biped.


Some things about it though:

-It's for Avastar, a premade skeleton ONLY for Second Life. Not for other games.

-You'd have to make your own skeleton beforehand and properly set it up (such as making it perfectly symmetrical using x-mirrors and naming hierarchies, making sure joints on the left and right sides are separated like.. leg1.L or leg1.R.) See the oIT skeleton if you need a reference on naming strategies, and you can probably find a good tutorial that'll teach you how to use x-mirroring properly.
Example:

Notice how he moves the root bone to the pelvis/hip area. You can see this in the oIT file too, it's a good way to make sure the center of gravity is proper. (you won't always need the pelvis to be the ultimate root, some rigs are a bit different.) He also sets up control IK bones, setups such as IK targets are incredibly useful in animation! Don't let his explanation overwhelm you, it's quite basic.

IK targetting in a quadruped rig:

I prefer Inverse Kinematics and live by them now.

Another IK setup, less confusing than the one above:


-It uses parenting to the armature rather than the armature modifier. This means that in the properties panel you'd actually set the mesh's parent to the armature you created and change the type to armature.


-It involves creating vgroups from bones, then going through and cleaning it up where needed. The vgroups created are smooth and not harsh, you can use the blur brush while painting to smooth out the vgroup edges too. I've been working on a vid tutorial as a request and hopefully that'll really help everyone out here.

Unfortunately, you may not be able to find things as easily if they were features way back then. It's always good to move on to the new Blender version. Wink




Great tutorials by Blender Sensei:
Armature Basics
Weight Painting Evolved
Character Animation Basics

What some of these 'words' mean:
Inverse Kinematics
Forward Kinematics
Kinematic Chain
Joint Constraints




Don't let the NLA strips confuse you either!
https://www.blender.org/manual/editors/nla.html
http://www.ogre3d.org/forums/viewtopic.php?f=8&t=71300
http://wiki.openclonk.org/w/Exporting_Blender_Models




This is only hard if you make it hard, google as always is your friend and guide.

And eyelids? Dig around, puppet eyelids in 2016 are inexcusable.



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Witacha
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PostSubject: Re: Playable model rigging   Sun Jul 31, 2016 5:01 pm

i love you omfg thank you so much
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