[Help] Rigging New Char models to Existing Skeletons and Animations
Hey guys.
So, I was wondering if anyone would mine making a full on tutorial, or helping me rig new character models with a current existing ISS skeleton and animations. I have done some basic rigging in the past when I made mod for CoDWaW, and had to rig weapons with hands in Maya 08' xD. I'm in no rush, but it would be nice for someone to help me!
Re: [Help] Rigging New Char models to Existing Skeletons and Animations
Re: [Help] Rigging New Char models to Existing Skeletons and Animations
Quote:
Originally Posted by
infinit479
Youtube is the best help
Yea, again, i rigged weapons and animations for codwaw, so I already know the basics, I was just wondering if there's anything else I may need to do, but I guess not.
Re: [Help] Rigging New Char models to Existing Skeletons and Animations
You just need wgt file for new characters thats all if u know how to rig
Re: [Help] Rigging New Char models to Existing Skeletons and Animations
Quote:
Originally Posted by
infinit479
You just need wgt file for new characters thats all if u know how to rig
I got everything working in 3ds max with my new character, but get an error will exporting it.
https://i.gyazo.com/a5521f45a9b3f7a6...dc58cc8db6.gif
https://i.gyazo.com/d366af5b410d4569...8d0ef5663b.gif
- - - Updated - - -
Quote:
Originally Posted by
infinit479
You just need wgt file for new characters thats all if u know how to rig
I got everything working in 3ds max with my new character, but get an error will exporting it.
https://forum.ragezone.com/cache.php...dc58cc8db6.gif
https://forum.ragezone.com/cache.php...8d0ef5663b.gif
Re: [Help] Rigging New Char models to Existing Skeletons and Animations
Hahah that happens to everyone, including me*, first check if u cleaned all the 0.00 % in the weight table, if that is not the problem then its because you have more than 5 bones affecting 1 vertex like it says in the log, i know how to fix it but its hard to explain and my english doesnt help so i hope u can figure it out :D
Re: [Help] Rigging New Char models to Existing Skeletons and Animations
Quote:
Originally Posted by
infinit479
Hahah that happens to everyone, including me*, first check if u cleaned all the 0.00 % in the weight table, if that is not the problem then its because you have more than 5 bones affecting 1 vertex like it says in the log, i know how to fix it but its hard to explain and my english doesnt help so i hope u can figure it out :D
I don't model, so i have no idea what "you have more than 5 bones affecting 1 vertex" means
Re: [Help] Rigging New Char models to Existing Skeletons and Animations
To fix this error "you have more than 5 bones affecting 1 vertex":
Before exporting your character model do the following,
Click on your model, Goto the Modify tab, Click your Skin modifier, under Advanced Parameters change Bone Affect Limit from 20 to 4. Then export as normal.
*Edit
You need to do this for each of your models for example Head, Body, Legs.
Supporting Screenshot:
https://forum.ragezone.com/cache.php...%2FQQqbhkd.png
Re: [Help] Rigging New Char models to Existing Skeletons and Animations
Quote:
Originally Posted by
GetRektBambi
To fix this error
"you have more than 5 bones affecting 1 vertex":
Before exporting your character model do the following,
Click on your model, Goto the Modify tab, Click your Skin modifier, under Advanced Parameters change Bone Affect Limit from 20 to 5. Then export as normal.
You need to do this for each of your models for example Head, Body, Legs.
Supporting Screenshot:
https://forum.ragezone.com/cache.php...%2FQQqbhkd.png
ive never seen that option before, thanks a lot, i used to fix that problem in another way ;D
Re: [Help] Rigging New Char models to Existing Skeletons and Animations
Quote:
Originally Posted by
infinit479
ive never seen that option before, thanks a lot, i used to fix that problem in another way ;D
It took me awhile to find this, had to search numerous forums to find this fix. But that was over a year ago. Glad to have helped.
Re: [Help] Rigging New Char models to Existing Skeletons and Animations
Quote:
Originally Posted by
GetRektBambi
To fix this error
"you have more than 5 bones affecting 1 vertex":
Before exporting your character model do the following,
Click on your model, Goto the Modify tab, Click your Skin modifier, under Advanced Parameters change Bone Affect Limit from 20 to 5. Then export as normal.
You need to do this for each of your models for example Head, Body, Legs.
Supporting Screenshot:
https://forum.ragezone.com/cache.php...%2FQQqbhkd.png
Thanks. Also, question, do I have to export the head legs and body as separate model? I'd like them to do it all as one.
Re: [Help] Rigging New Char models to Existing Skeletons and Animations
Quote:
Originally Posted by
m70b1jr
Thanks. Also, question, do I have to export the head legs and body as separate model? I'd like them to do it all as one.
No, you can export it as one mesh, iss exported separated meshes (body, legs n head) so you can change its clothes, i think it would be better if they would have made a general male/female and then make different clothes for them. One of the main problems is when the hair of the character goes trough the helmet Kappa
Edit: rip englando
Re: [Help] Rigging New Char models to Existing Skeletons and Animations
Okay, I've exported the model as one item, but it complaing about missing stormtrooper_head_01, body, legs, etc. Wondering if there was anyway to make it not read those file names, because again, I'm doing it as one model. Also, my character does not show up ingame at all.
Re: [Help] Rigging New Char models to Existing Skeletons and Animations
As mentioned above, 1 is fine.
Place it as "body" and create an invisible model for head and legs - or - code it in the source to if heroid = XX ignore head and legs (set to NULL)
Just out of interest why not have it as 3 models? (head,body,legs) with outfit?
Re: [Help] Rigging New Char models to Existing Skeletons and Animations
Quote:
Originally Posted by
GetRektBambi
As mentioned above, 1 is fine.
Place it as "body" and create an invisible model for head and legs - or - code it in the source to if heroid = XX ignore head and legs (set to NULL)
Just out of interest why not have it as 3 models? (head,body,legs) with outfit?
Cause I don't know how to split in 3dsmax