SWBFGamers

Modding for the Original SWBF1 and SWBF2 => 3D-Modeling, Animation and Texturing => Topic started by: i2Bros on November 05, 2016, 03:30:36 AM

Title: How to properly rig a model
Post by: i2Bros on November 05, 2016, 03:30:36 AM
Hi guys! Quick question: How do I deal with characters models with 45 angle degrees arms? How do I fit the skeleton to them? When I try to move the bones and then envelope the skin simply translate the same distance far from the bones. How can I do?

p.s. I have a TCW Padme model, put if I can't rig it properly I'll have to use a modified stock Leia body plus a TCW Padme head, and that would look awful.
Title: Re: How to properly rig a model
Post by: tirpider on November 05, 2016, 11:35:51 AM
minilogoguy18 made an excellent set of videos that covers setting up a custom model that doesn't quit fit the game skeleton using the Softimage Mod Tool 7.5. It's on JKHub and it's for Jedi Knight, but the technique and concept are the same.

[JKHub.org] Softimage|XSI JO/JA skeleton (bones+tags) and compiling guide (https://jkhub.org/tutorials/article/90-softimagexsi-joja-skeleton-bonestags-and-compiling-guide/)

In the first video, he begins selecting a leg that does not line up with the skeleton.
Then at ~8:28, he goes into rotate mode and selects pick object reference which specifies a point for the selection to rotate around. Then he simply rotates the leg into place.

The same technique should work for getting a model from an A-pose (arms at an angle) to a T-pose (arms straight out).
Title: Re: How to properly rig a model
Post by: i2Bros on November 06, 2016, 02:17:20 PM
wow cool thnx a lot!  :tu:
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