The Simplest Rigging Tutorial In The Universe
Posted 01 January 2008 - 08:05 PM Edited by beliq zub, 01 January 2008 - 08:50 PM.
i think i dont explain well what is the problem so i make a video here it is can someone help me please
Posted 03 January 2008 - 11:55 PM
|QUOTE (beliq zub @ Jan 1 2008, 20:05)|
| i convert a ped from vice icty to san andreas and the ped looks normal like in vice city but i have other problem when he is moving he dont move his legs or something gust like hi is flyng forward adn with the fighting is the same he dont move anithing just stay and something in the air shoot me i think the is something form the animationjs because mtheir for the moving of the arms legs and ather parts of the body so when i do the things in the tutorial and replase the converted ped with some ped in san andreas have i add some animations or they are goins to be put from tyhe game automatik ? and if the game put the animations automatik to the ped from what is this p[roblem can some one help me please !!! |
i think i dont explain well what is the problem so i make a video here it is can someone help me please
This seems that you all faces rigged to only one bone
Posted 26 January 2008 - 10:08 PM
Posted 03 February 2008 - 08:33 AM
i rig this from vice city to san andreas everything is rigged properly it looks like this is because it he is apearing laing not standing up so if anyone knows how to make him apear standing up writhe me please
Posted 05 February 2008 - 07:30 AM
Posted 05 February 2008 - 11:12 AM Edited by ceedj, 14 June 2011 - 07:26 AM.
EDIT: If you'd like to build the player as a ped, head to this post further in the topic:
Here's some things I came across while working with this; maybe it'll help some people, or maybe some more experienced modelers can chime in to help make it better. In any case, I didn't think it needed a new topic, since most of this "cuts in and out" of Creative's tut, so here we go:
1) When choosing a ped for replacement, keep in mind that the SA actors are far more varied in hieght and weight than VC actors - in VC, the males were all the same height and either fit or fat; same with the females. The females in SA are all the same height, but a bit taller than the VC ones, so you'll need to adjust for this. Also keep in mind that the way the SA models are dressed vs the one you want to bring in; the semi-auto skin that illspirit describes will be more acurate going from a guy in a suit to a guy in a suit than it will going from a guy in a suit to a beach guy. Hint: most of the old actors in SA can be scaled up in their entirety and will be pretty close in all proportions to a standard male SA actor (normal hieght, fit).
2) When importing the SA and VC actors into Max, make sure auto skin (A) is selected for BOTH actors, not just the SA one. If you're like me and are allergic to 3D space, this will be most helpful.
3) For this example, we'll use Creative's fireman. The initial alignment (where the actor faces in its idle pose) is setup through the Root and Pelvis bones. So SKIP the X-form step of his tut (it doesn't matter really, since we'll be discarding this anyway) and select the bones AND mesh (the drop down box at the top right of the Max screen will let you do this) of your VC actor, and set an animation key: click the Set Key button at the bottom of the screen (the display will turn red) and click the big "Key" button (that looks like...a key). Click Set Key to turn it off, and select and do the same for the SA actor. I'm unsure if this step is really needed, but this way I'm sure the key info I'm about to modify is in fact recorded.
4) Now you can do this two ways: you can either manually adjust your VC actor to match, or you can copy and paste the various bone info from one actor to another. I did it the second way, though I used the first method to fine tune it. To copy and paste, in the animation timeline window, click on the expand tracks button (lower left, above the timeline itself) and drag the window open to a useable height. On the left you'll see some tree info; expand the Objects tree and you should see four entries: the mesh and bone sets for each actor. The SA actor is usually Root (for the bones) and Skin_Mesh; the VC actors usually have two Root entries, but one is for the bones and one is for the mesh.
5) Since we skinned the VC actor on import, when we adjust these vaules, the mesh will move accordingly, and you avoid some of the sharp angles that come with adjusting a mesh manually; the weights will also look more natural because the influence on the bones is closer to the original pose info. I'm probably describing it something awful; all I can say is that it just looks better in game.
So anyway. open the tree of the boneset of the actors. Start with the root; select the Transform of that bone in the tree of the SA actor. You can ensure the bone is selected by clicking on the FIRST icon next to the bone tree name (in this case, Root); this icon will turn yellow. Now right click on Transform and click Copy. Now select the same bone (Root) in the VC actor, and right click on Transform and click Paste. Chose to paste a Copy (again, it doesn't matter since we'll be dumping all this info later) and your VC actor should move to a new position. Do the same for the Pelvis bone (copy the Transform key, then paste to the VC actor) and your VC actor should be in the proper orientation. Again, you can do this manually if you like, but I find copy/paste to be easier myself.
6) From here, do the same for the rest of the bones, copying and pasting to each bone. You'll need to decide which ones will need pasting (I had some issues with certain actors' legs, so a manual adjustment was needed), and as you do this, you'll see your VC actor move its parts to mostly line up with the SA actor. If you need to make adjustments, use the ROTATION TOOL ONLY. This will save you some headaches later on.
7) Select new mesh only (hide SA actor)
8) Export mesh as 3DS Studio file
9) Delete VC actor
10) Import mesh just created
11) Unhide SA Actor
12) Click "editable mesh", select "Faces" and select all CTRL + A)
13) Set material ID to 100 (or whatever, I use 100)
14) Attach faces to imported mesh
15) Select old mesh by ID (drop down box)
16) Delete - SA Actor mesh is gone, and VC mesh is attached to bones and mostly weighted. Make adjustments as needed.
17) Apply material (GTA Material, BMP, load TGA)
18) Make sure MMC, UV and Nor are selected in DFF export box
NOTE: MAKE SURE THE MESH IS STILL SELECTED (it will be colored red on a default installation of 3DS Max 7) BEFORE YOU EXPORT!!!
19) Export DFF, rebuild, done
EDIT: Just went through and reworked my actors this morning. I found it was helpful to edit the weights using the Weight Table and loading a few different animations with the IFP I/O plugin. This is a big help for finding stray vert weights that don't translate from the VC skin to the SA one. As a small guide, the jaw to head weight should be about .2-.5 for the jaw and the rest for the head. I put 0.2 around the top lips to give some small movement up top, while setting the lower lip and chin to 0.3 - 0.5. Despite the VC/LC actors having no separation in the mouth as the SA actors do, if you tweak it enough, you can get pretty darn close to jaw movement that is the same as the native SA actors. Snidely (old man in gray suit from VC) looks great; the moushtash hangs over the lip, so I actually made that closer to 0.1-ish. Nifty.
Posted 09 February 2008 - 03:59 PM
Posted 11 February 2008 - 04:59 PM Edited by beliq zub, 22 February 2008 - 07:13 PM.
Posted 03 April 2008 - 08:16 PM
Posted 07 April 2008 - 01:01 PM
Posted 19 May 2008 - 10:15 AM Edited by BlooDsTainD, 19 May 2008 - 11:16 AM.
Posted 24 May 2008 - 03:16 AM
Here's my mod thread link.
----------> http://www.gtaforums...howtopic=348547 <----------
And here's the download link for my mesh.
----------> http://www.speedysha.../617933427.html <----------
Posted 22 July 2008 - 10:32 AM
|QUOTE (KinkyJedi @ Feb 2 2007, 08:30)|
| Yea in response to ceedj's comments i agree......a list of the bones that you should use and ones that dont really matter would be great. Like for example i just used Head, Neck, Hands, Thighs, Calfs, Upper Arms, Forearms, Hands, Feet and Spine. I didnt think jaw was needed for a ped due to no mouth animation but what do i know....i would be able to find out but my models have 2 textures and i have to assign them as sub materials or something, illspirit told me but i havnt tried it yet....... but yea its a great tut.......but it needs a list of which bones you should use for peds and maybe one for character parts, obviously a pic of which verticles should be assigned for each bone would be great but i dont think thats so important|
Great tut though, n1 .......interested to see how indepth this goes
even showing pics as examps so we can see and not just be told.
Posted 27 July 2008 - 07:46 AM Edited by gta_azixx, 27 July 2008 - 07:49 AM.
1.get 3ds max and kams script.
2.BEFORE YOU IMPORT A DFF REMEMBER TO PRESS A BUTTON.
3.import 1st clump(ripped).rig it.how to export?press as SA bodyparts and press
rename root bone as, press ripped and press bones/skin export and put file name and save it.
4.import 2nd clump(fat).rig it.how to export?press as SA bodyparts and press
rename root bone as,press fat,press append export to dff and then press
press bones/skin export and save it to the muscle dff file.
5.import 3rd clump(normal).rig it.how to export?press as SA bodyparts and press
rename root bone aspress normal,press append export to dff and then press bones/skin export and save it to the muscle and fat dff file.
i hope it help you guys.
underlined is important.
Posted 21 August 2008 - 04:55 AM
Posted 22 August 2008 - 12:48 AM
Posted 22 August 2008 - 06:08 PM Edited by tummy1, 22 August 2008 - 06:11 PM.
Edit: Btw, could anyone just do this for me? I would seriously pay you for it, using PayPal.
Posted 25 August 2008 - 02:16 PM
Posted 27 August 2008 - 01:48 AM
|QUOTE (Flat Face @ Aug 25 2008, 14:16)|
|i need a lil help with the wieght painting, maybe im missing something but it just comes up witha blue cone thingy waiting for me to select something but you didn't specify what.|
Exactly! There are a ton of details missing from this tutorial.
(Mainly the envelope 'pills' & the blue weight thing)
CreativeMadman created this post - Jan 19 2007, 09:28
His last post was - Feb 11 2007, 09:59
and he never made a Player Tutorial I think we should stop asking him for help,
Ive just tried this and failed , But Im trying to import my pre-existing uv mapped character using this tutorial (im not interested in exchanging LC/VC chars with SA)
I will have a look at Zmodeler1 as CM suggested that a few times and try again.
Im not supid but slighty dyslexic, It would be very cool if someone who knows 100% how to rig specifically for GTA:SA (preferabally the Main Char too ) if they could make a Video Tutorial , its just so much easier to learn this stuff by seeing.
However if the 'Elites' dont want to share(as usual) once (and if) I understand this process (without having a total nervous breakdown) I will make a video tutorial (A GTA Mod 'Video' Tutorial Site would rock.. or a dedicated YouTube channel)
Posted 27 August 2008 - 06:55 AM
Posted 03 September 2008 - 06:45 PM
I got much experience with 3d max but ..... maybe someone can help .
Someone made a dff for me , i want to make a skully on his head .
Someone can help ?
Posted 04 September 2008 - 03:10 AM
|QUOTE (lpgunit @ Aug 27 2008, 13:55)|
|Nice tutorial, but is it possible to rig models from The Sims 2?|
this is can't
this tutorial is never work,i try to make it again but a model mesh don't move
Posted 17 January 2009 - 12:10 PM
But I don't understand something.
You said to import mesh and import model
I have imported two peds, but isn't like in photo. I don't understand.!!!
I wanna to learn how to make dff files, really.
Posted 17 January 2009 - 09:19 PM
|QUOTE (ilir @ Jan 17 2009, 15:10)|
|You said to import mesh and import model|
It's identical phrases
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