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The Simplest Rigging Tutorial EVER


coin-god
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I use Vertex, Element and other editable mesh selection tools but i can't bring the same line Handles :S

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  • 11 months later...

Hi mr. coin god i have a question, is it necessary to texturize the model for example your model in the tutorial before you can use it in-game? thnx i have problem with textuing on 3dsmax it doesn't show right when i assign the textures on 3dsmax(on which i use downloaded models from web) .. doesn't show right it just show black OR do i really make the textures ?? thx ! pls rep i will gladly appreciate it thnx very much lol.gif

Edited by e-mass123
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If the textures are not applied it may look white ingame. You should looks for some tutorials in Google on how to apply the textures in MAX.
Yl8KS.jpg
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  • 4 weeks later...
Where can I find a GTA SA T-Pose Ped?

Look around for some mods. I think some of my mods are in T pose.

Yl8KS.jpg
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  • 1 month later...
  • 5 months later...

Help its giving me an error,this object is not skinned correctly.Skin modifier must be at the topmost of the stack!!!!

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The Skin modifier must be at the top of the modifiers stack. You obviously messed up somewhere. Start again.
Yl8KS.jpg
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  • 2 months later...
IntelGma4500sucks
3. Rigging the Model

 

Ok, now the model is ready to be rigged. Now you can use my method or use Creative_Madman's one. But if you are reading this tutorial its because you want to use mine tounge.gif . So lets get started

 

Select the Skined Character (The one you imported from SA) and go to Editable Mesh in Modifier Tab, Hit ok. Go to Vertex Mode and select the whole mesh. All the "Dots" will be Red now.

user posted image

Under "Edit Geometry" click on "Attach" and select your model, hit OK in the dialog. Now Press Delete key and the old Skinned PED will be erased. Now you only will see your model with the skeleton on it.

Leave Attach by clicking on it again and leave Vertex Mode.

user posted image

You are done. The model is rigged. But this method will make bugs, so the model is not really fully done. It has bugs that you have to fix manually.

 

If you dont want to fix thouse bugs you can export the model and it will work in SA, but you will see the bugs. So if you want to fix them you will have to continue reading the Step 4 of this tutorial.

 

4. Fixing Bugs

 

As i mentioned at the beggining of this Tutorial, this method isnt the best, but its the easier and quickest. But that sacrifises the quality of the rigging.

Most of the models you will rigg with this method will have bugs, specially on the Legs.

You may ask why? Well, if you didnt notice, this method "copyes" the Skin from a Model to another. While doing this, the skin modifier will apply the same values as applyed in the original model, but the new model is diferent from the old one, so some verticles are assigned wrong.

 

So in order to finish the rigging you have to fix this. You will need to read Creative_Madman's tuto here:

http://www.gtaforums.com/index.php?showtopic=265657

 

So now lets continue, now you may check all the bones to see if they are ok. You will probably find problems with the Thighs and Calfs. Like in this pic.

user posted image

Thats normal, now you have to use your knowledge from Creative_Madman's Tuto to fix thouse bugs. How? Assigning the verticles which are assigned to the wrong bone.. to the right one.

So go to the Skin modifier check Verticles (under Select) and have a look at the L Thigh

user posted image

You see many dots in the Left Thigh, thats ok, thouse are the verticles which move with the L Thigh bone. Bbut notice a few dots in the R Thigh.. that not ok, you cant move your Left Thigh and move some parts of your Right Thigh with it. So you will select thouse dots and assign them to the R Thigh.

And do the same with the R Thigh, it will have some dots in the Left one aswell.

 

So at the end each Thigh will move only the verticles from each thigh.

user posted image

 

Do the same with the calfs and any other problematic bone. And you model will be fully rigged.

 

5. Exporting the Model

 

If everything is ok, textured model and rigged. You can now Export it. In order to do it open the DFF IO from Kam's Scripts. Click on the Model only and in the DFF IO dialog select the GTA the model is for and Check "Skip COL" and then click on "Bones/Skin Export"

 

Select the destination folder and let Max do its job. Then you have to make the TXD for it, but i wont cover that part.

user posted image

Hope it helped.

 

Coin-goD

Gotta a problem mate, I use that vertex and the sh*t's just beginning... I know there are just blue dots not triangles etc. help me

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IntelGma4500sucks
1. Reqerimients

 

In order to Rig a Model you will need a copy of 3D Studio MAX, in this tutorial i will use version 9. And in order to import/export Skeleton Data and models you will need the KAM Max Scripts.

 

You can get an useless free 30-Trial version of 3D Studio Max from here:

http://usa.autodesk.com/adsk/servlet/index...3112&id=5659302

 

And you may download the KAM scripts from here:

http://www.gtaforums.com/index.php?showtopic=218318

Or here:

http://www.geocities.com/kam_b_lai/GTA/scriptslist.htm

 

Note: If this is your first attempt with 3D Studio Max, i recommend you to read some tutorials in the Net to cover the basics of the program. Or read the Help and mini tutos that came with the program Itself.

 

Warning:

This method is not the better way to RIG. I highly recommend to read Creative_Madman's Rigging tutorial too. In fact in order to have your model rigged with this method you will need to know how to assign verticles to each bone too. Because if you dont the model will have many bugs.

 

In order to rig with this method, you need that your model and the model you will use as Skeleton are in the SAME pose.

Both model must be in the same pos, if your is is T pose, the Rigged ped has to be rigged in T pose too. Dont move the bones, it wont work.

 

Example:

user posted image user posted image

 

Here you can check Creative_Madman's Simplest Rigging Tutorial in the Univese:

http://www.gtaforums.com/index.php?showtopic=265657

 

Or Kam's Rigging tutorial (Pretty OLD):

http://www.gtaforums.com/index.php?showtopic=177702

 

 

2. Preparing the Model

 

Ok, now you are ready to start. Open 3D Studio Max and you will see something like this:

user posted image

When you start 3ds Max, the main screen contains four equal-sized viewports. The one in the lower right is a perspective view, and the others correspond to the three views: top, front, left. By default, the perspective view is Smooth and Highlights.

 

You can choose different views to display in these four viewports as well as different layouts from the viewport right-click menu. I will change it so i can work with only 1 Viewport, but you can work with all of them if you want. I will Maximeze the Perspective Viewport, to do so Select the viewport you want to maximize (In my case the Perspective one) and click Alt+W.

 

Note: In case you have to Open a MAX file to open the model you want to rig, you have to do it after doing it.

user posted image

 

Ok, now its time to Load the model you want to rig. In my case its a 3DS file, so i go to File->Import... And i select my model. Hit Ok, and if everything is ok you will see your model like this

user posted image

You can Rotate the camera and move it by pressing Mouse Scroller + Alt to Rotate and only the Mouse Scroller to move, and scroll for Zooming.

Now you have to Import a SA Skeleton, but we need more than it, we also need a PED with it. We can't Use DFF IO, because if you Import a Ped with it, it wont move. You will need to use IFP IO to import a DFF (A ped) because IFP IO is for animating, and it also import the Skin Modifier Data (The ped rigged).

 

So, go to Utilities Panel and Click on MAX Scripts if Kam's GTA Scripts arent listed go to MAXScript->Run Script... and Select IFP IO.

user posted image

Click on Import DFF and import a SA/VC/III Ped (Depending on which GTA you want to rig for). I will import My Leon model as it is in T pose too.

user posted image

You will have to Scale and rotate Your model untill it fits the SA one.

user posted image

Once done you have to put it in the same place as the SA one untill they look like the same. You can help yourself by switching views (Top, Left, Rigth, Front, etc), Rigth Click on where it says the Viewport name (Ex: Perspective) and choose another view.

user posted image

Now you have to Reset the Pivot Position and Rotation to 0.0;0.0;0.0

To do so, go to the Hierarchy Panel and select your model, then click on Adjust Pivot Only and right click on the viewport to select the square next to Move and change the values X Y Z to 0. Same thing with Rotation.

user posted image

Leave Adjust Pivot Only by clicking on it again, and go to the Utilities Tab. Select your model and Press Reset Xform, then press Reset Selected.

user posted image

f*ck !!! Why am I the only one who can't make it ?! sh*t I click editable mesh and the model's just rotating the sh*t out ! Can you tell me how to make this angry.gifangry.gifangry.gifangry.gifangry.gifangry.gifangry.gif

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  • 4 months later...
el programa ese tambien sirve para hace models?

Mierda manin, y tu entras a una pagina en ingles para hablar español?

Yo soy bilingue a si que na.

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  • 4 months later...

I believe that before even trying to rig anything you should learn how to use 3DS MAX.

90% of the issues in this topic are because people don't know how to use 3DS MAX.

  • Like 2
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I believe that before even trying to rig anything you should learn how to use 3DS MAX.

90% of the issues in this topic are because people don't know how to use 3DS MAX.

True, true. You can't just jump into the advanced stuff without taking the beginner tuts first.

  • Like 1
76561198000404928.png

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  • 1 month later...

Nice Tutorial, very helpfull for me :lol:

But many images in your tutorial are missing :panic:

 

somebody can help me?

My Rigged models had many bugs like this

(In 3ds max 2010)

 

3dsmaxIF_zps06b92ad9.jpg

 

(In Game)

 

jiahane_zps8ee102de.jpg

 

 

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  • 4 weeks later...

Hey man I wonder if you can help me, I imported a model but he turns out all jagged, do you have any idea as to why that may be?ArA2dd1.png

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  • 2 years later...

are there any tutorials for rigging GTA vice city and GTA san andreas peds in milkshape?

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are there any tutorials for rigging GTA vice city and GTA san andreas peds in milkshape?

I believe there aren't any GTA/Renderware plugins for Milkshape at all, so you basically have no choice but to stick with Max or Blender.
76561198000404928.png

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are there any tutorials for rigging GTA vice city and GTA san andreas peds in milkshape?

Export your model in OBJ format, then import it into 3Ds Max, and follow this tutorial

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are there any tutorials for rigging GTA vice city and GTA san andreas peds in milkshape?

Export your model in OBJ format, then import it into 3Ds Max, and follow this tutorial

 

 

i can't get 3Ds Max to work on my computer at all, but i do have blender. could i use that?

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yeah sure, if this tutorial applies for Blender too

you dont have to use the latest version of 3dsmax, use 3dsmax 8 or 9,

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yeah sure, if this tutorial applies for Blender too

you dont have to use the latest version of 3dsmax, use 3dsmax 8 or 9,

 

i try using blender

and i couldn't get any version of 3dsmax to work. they don't give out the free trials anymore.

and i did try using blender earlier but i was having some trouble with it, but i'm going to figure it out later. all i actually wanted to do was modify the shape of an existing ped in gta vice city which is already rigged but i couldnt get the texture to show up right in blender when i was trying to do it, the model showed up fine though. i'll figure it out though but if i need help i'll come back :)

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well, look for some blender tutorials on youtube, there's many

 

 

Edited by ThePrince
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  • 1 month later...

ok, so I managed to get the trail version of 3ds max 2014.

just checking will the GTA scripts still work with it? it is a newer version, that's why I'm asking.

Edited by joewinkko
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  • 4 years later...

With the 2022 version, (or in any case since the icon has turned light green,

I have not followed all the evolutions of the versions...)
it is necessary to set the material merge thus, when attaching the SA model to the .3ds one

((v) Do Not Modify Mat IDs or Material):
rig22a.jpg
otherwise there will be an error in the materials, and the .dff will be exported empty...
The materials of the .3ds model will still be saved.

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