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[SA] How to edit characters rig to custom proportions/unusual sizes?


kozooh
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I have problem with adjusting rig to my custom meshes in 3ds Max.

 

First GTA model I've edited was Tommy from VC (and put it to VC as well). I wanted to make him smaller and chubbier. Though I somehow reached a proper height by scalling Root Bone uniformly and moving it down, I wasn't able to make his belly bigger. I made of course vertices edit on mesh but despite how much ABS value I assinged to vertices on the belly model the game always rendered character shrinked in this area. Also Pelvis was disproportionately higher. So I decided to take rig from Diaz ingame model. I just fit height of my mesh to Diaz's model and it's better. So it seems like it automatically fit it just by attaching to this rig. So I think there is some connection between bones and their individual scale, but I don't understand how it exacly works. It will be nice to make my own rigs not just using game originals.

 

Of course, I know there is something like Edit Envelopes, but as I said, I edited them on Tommys original bone rig and it was deformed anyways. Too high and too big head. On Diaz rig I didn't changed anything besides fixing legs a little bit. But if it is the key I wanna know more how to do it properly. I didn't found any satisfying tutorials about it yet.

 

 

 

So my question is, is it possible to make precisely deformation of characters rig? For example, shorter calves but rest the same or just pelvis thicker. Also I have trouble with just scale a whole model 'cause always it's gonna displace/deform a little bit after choosing Editable Mesh even though I do scalling before attaching custom mesh to the rig. It happens when I first scale Tommy's rig to my desirable size and then fit and attach my custom Mesh. On Diaz I just scale and attach the Mesh itself due to smaller Diaz's rig by default.

In the title I tagged San Andreas because I'm about to convert this model to SA and do others in the future as well.

Thank you for any information

Also apologize for my possible inconvenience, I'm new to modding models and I spend last two weeks almost every day on that aspect lately.

Edited by kozooh
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55 minutes ago, kozooh said:

 So I think there is some connection between bones and their individual scale, but I don't understand how it exacly works. It will be nice to make my own rigs not just using game originals.

Of course, I know there is something like Edit Envelopes, but as I said, I edited them on Tommys original bone rig and it was deformed anyways.

 

I don't know how you were able to implement the rigging job

The mesh should get specified attachments to the bones

read this tutorial, it's for SA but i think there's no difference to VC

 

 

Quote

So my question is, is it possible to make precisely deformation of characters rig? For example, shorter calves but rest the same or just pelvis thicker.

 

Not easy to make a good scaling or deformation to parts of the mesh

Either select a part of the mesh and use scaling tool, that can be used in several single dimension or in every 3 dimension or in 2 dimension

Or move each single vertice

 

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On 2/25/2023 at 3:13 PM, ZAZ said:

I don't know how you were able to implement the rigging job

The mesh should get specified attachments to the bones

read this tutorial, it's for SA but i think there's no difference to VC

Actually, that tutorial helped me. I just didn't know that I can create new Skin Modifer from scratch and assign those helpers from original skin. Earlier I was basically just swapping Meshes to old Skin like most of vid tutorials show. I thought it is so important to do it that way, at least that is how I understood. So I was doing something but didn't know why lol and I don't like it. Since it was pretty limitating. Fortunately is not necessary. Now I can freely scale helpers and then add them as bones to the new meshes Skin Modifer.

I made fast edit to try the tutorial and it works like I expected. Not ideal since it's low poly model of course, but the boi is big now 😏

So it is easy and clear to me. Thanks!

 

Edited by kozooh
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