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Help & Tutorials => Model Tutorials => Topic started by: ghost_user47 on April 23, 2012, 04:31:53 PM



Title: Rigging and Model Importing Tips: Updated June 7th
Post by: ghost_user47 on April 23, 2012, 04:31:53 PM
Hello KC:MM!

This is a tutorial that will give tips about creating quality rigs and model imports for Brawl. I will not go over the basics of rigging; there is already a tutorial for that.

This tutorial will cover the following:

Part 1: Aligning the model with the bones
Part 2: Rigging tips
Part 3: Fixing model quality
Part 4: Reducing File Size
Part 5: Special Effects for your models

What you need
-3ds Max 2010-2011 (this tutorial uses 2010)
-The latest Brawl Box
-Basic knowledge of the use of 3ds Max and Brawl Box
-Patience
-Swag

Other Stuff
-I will be rigging Brotherhood Ezio Auditore during the tutorial. Other models will vary, and may need different adjustments that this one.
-If you have questions regarding these tips, feel free to ask. Don't spam me with PM's though.
-NEVER Move or Scale bones during the rigging process. That will screw over your model.
-This is my way of making imports better. There may be other ways and opinions, but this is how I do it.


Part 1: Aligning the model with the bones
1. Merge the bones and model together, making a basic alignment, and add an Edit Mesh modifier while all the polygons are selected. This will make model edits a bit easier.
(http://i1214.photobucket.com/albums/cc485/Nanobuds1220/tutorials/1-1.png)
2. Change the model view to Wireframe.
(http://i1214.photobucket.com/albums/cc485/Nanobuds1220/tutorials/2-1.png)
3. Edit the various areas to fit with the bones better.

Part 1a: Arms and Hands
As you can see, the arms aren't lined up with the bones too well.
(http://i1214.photobucket.com/albums/cc485/Nanobuds1220/tutorials/Arms2.png)
The best thing to do is vertex edit the area to fit with the bones easier... use the edit mesh modifier to do this. If you need some tips with vertex editing, you can find various tutorials around the internet. However, by the end of editing, the objects should line up with the bones like this:
(http://i1214.photobucket.com/albums/cc485/Nanobuds1220/tutorials/4-1.png)
Notice how the ArmJ bone  is where the elbow is suppose to be. The center of rotation for your arm is in your elbow, so make sure the ArmJ is in the center of the elbow area. There should be an even about of verts on either side of the bone.

Now for hands... try to line them up like this:
(http://i1214.photobucket.com/albums/cc485/Nanobuds1220/tutorials/Hands.png)
Notice how I distributed the verts evenly around the joints. This will help make the rigging process easier. Also take not on the location of the bones.

Fingers tend to terrify people. However, it's just as easy as rigging arms. The only problem that people have is lining them up correctly. If you do this, then rigging will be a million times easier. These hand's aren't even Ezio's... they're SCV's StarKiller's. If lining up the hands is near impossible, just borrow hands from another model.
Part 1b: Legs
Legs are usually easy. From this pic, you can see that the bones don't line up with the polygons well.
(http://i1214.photobucket.com/albums/cc485/Nanobuds1220/tutorials/legs1.png)
The solution? Just rotate the bones. Its that easy.
(http://i1214.photobucket.com/albums/cc485/Nanobuds1220/tutorials/leg2.png)

The length is just fine, so no need to do any major mesh editing. This however, may not be the case for all models, and will usually need mesh editing like in Part 1a.
Part 1c:Torso and Hips
The torso is pretty much perfect for this model. Just make sure the BustN bone is in near the center up the upper-chest/rib cage area. The WaistN bone should be the lower torso/abs.
(http://i1214.photobucket.com/albums/cc485/Nanobuds1220/tutorials/torso.png)

Make sure the hips are centered around the HipN bone. The legs should be lined up horizontally with the hip, and vertically with the butt cheek. Just picture where your leg joints are, and line them up accordingly.
(http://i1214.photobucket.com/albums/cc485/Nanobuds1220/tutorials/hips.png)
Part 1d:The Head
The head is pretty easy... just make sure the HeadN bone is at the base of the head, and the NeckN bone is at the base of the neck.
(http://i1214.photobucket.com/albums/cc485/Nanobuds1220/tutorials/head.png)

Part 2: Rigging Tips
Here are some concepts that you should know for this section that I will not cover:
-Basic use of the Skin tool
-Selecting and Deselecting verts
-Aligning the model to bones properly
-Again, basic use of 3ds Max
You can find these concepts in various tutorials in the Forums

Notes on the Weight tool:
Its pretty simple to use. When something is rigged to a weight of 1, that means that it is influenced fully by that bone. 3ds Max uses decimals, but they can be converted to percents. So 1 means it is 100% influenced by that bone, 0.50 means it is 50% influenced by that bone, etc.

When weighing, the polygons or verts may change color. Red means it is 100% influenced by the selected bone, and Blue means it is 10% or lower. 50% is usually a Yellow color.

Part 2a:Getting Started
Alright, to start rigging, I usually rig the BustN, WaistN, and HipN first.
1. Use the Skin modifier on all the polygons, add the bones, then open the Weight tool. Select all the verts.
(http://i1214.photobucket.com/albums/cc485/Nanobuds1220/tutorials/1-2.png)
2. Weigh the verts 100% to the BustN
(http://i1214.photobucket.com/albums/cc485/Nanobuds1220/tutorials/2-2.png)
3. Deselect the verts above the BustN bone, and rig the rest to the WaistN
(http://i1214.photobucket.com/albums/cc485/Nanobuds1220/tutorials/3-2.png)
4. Deselect the verts above the WaistN bone, and rig the rest to the HipN bone:
(http://i1214.photobucket.com/albums/cc485/Nanobuds1220/tutorials/4-2.png)

This should hopefully prevent you from having any stray verts. I will later go in and show you how to tweak up those areas so they bend more smoothly.

Part 2b:Arms
Start by selecting the verts from the collar-bone area to the fingers, and weigh it to the ShoulderN bone. Try to avoid rigging any verts around the Pectoral area.
(http://i1214.photobucket.com/albums/cc485/Nanobuds1220/tutorials/5-1.png)

Then, deselect the verts on the chest and back, and only rig the rest of the arm to the ShoulderJ bone.
(http://i1214.photobucket.com/albums/cc485/Nanobuds1220/tutorials/6.png)
Then rig the verts about halfway down the shoulder area, near the elbow to the ArmJ bone.
(http://i1214.photobucket.com/albums/cc485/Nanobuds1220/tutorials/7-1.png)
Finally, rig the Hand to the HandN bone

Now time to make some tweaks. First, turn on AutoKey at the bottom and move the bar to any frame. Then, rotate the ShoulderN bone.
(http://i1214.photobucket.com/albums/cc485/Nanobuds1220/tutorials/8.png)
See how it stretches? Select the verts being stretched, and click the + button or the Blend button on the Weight Tool to try to smooth it out. It just takes experimenting with the tools and weights to master it.

Then rotate the ShoulderJ bone. It should have a nice, smooth, round rotation to it like a natural bone movement. My rig didnt need any tweaking.
(http://i1214.photobucket.com/albums/cc485/Nanobuds1220/tutorials/9.png)

Now for the ArmJ. It is such an easy part to rig, yet I see so many people screw up on it.

First, bend the arm and hide and polygons around it. See how the elbow looks very flat? Not good.
(http://i1214.photobucket.com/albums/cc485/Nanobuds1220/tutorials/10.png)

Select the flat verts, and rig them to the ShouderJ bone, so its not as flat.
(http://i1214.photobucket.com/albums/cc485/Nanobuds1220/tutorials/11.png)

I'm not done yet. It is still flat and unnatural.

Select the verts on the edge of the elbow, select he ArmJ bone in the Weight Table,, and hit the blend tool a few times until it looks better.
(http://i1214.photobucket.com/albums/cc485/Nanobuds1220/tutorials/12.png)

Voila! The elbow looks better.
(http://i1214.photobucket.com/albums/cc485/Nanobuds1220/tutorials/13.png)

Now, rotate the hand bone.
(http://i1214.photobucket.com/albums/cc485/Nanobuds1220/tutorials/20.png)
See how it goes through the sleeve and armor? that is called Clipping. Thats a no-no. Just fix it by selecting the problematic verts, and rig them to the HandN bone.
(http://i1214.photobucket.com/albums/cc485/Nanobuds1220/tutorials/14.png)

Time for the horrible, feared, fingers... actually they're really easy. You just gotta line up the verts properly, and it'll work.

First select the verts of one finger, and rig them to the 1stNa bone.
(http://i1214.photobucket.com/albums/cc485/Nanobuds1220/tutorials/15.png)
Then, select the verts above the 1stNb bone, and rig them to the 1stNb bone.

Then rotate them. See how the joint is kinda flat? Use the same method as the ArmJ bone to smooth it out.
(http://i1214.photobucket.com/albums/cc485/Nanobuds1220/tutorials/17.png)
Do the same for the 1stNb bone if needed.
(http://i1214.photobucket.com/albums/cc485/Nanobuds1220/tutorials/18.png)
(http://i1214.photobucket.com/albums/cc485/Nanobuds1220/tutorials/19.png)
Just do the same for the rest of the fingers. The thumb is also rigged the same, its just sideways.


Other parts coming soon!


Title: Re: Rigging and Model Importing Tips!!
Post by: Boygos on April 23, 2012, 05:09:50 PM
Looks good so far! Alternatively, you can press F3 to view wireframe.


Title: Re: Rigging and Model Importing Tips!!
Post by: Kamina on April 23, 2012, 09:00:21 PM
This will be very useful for people who want to get into importing, especially because it looks like this guide will be more detailed then other importing guides.


Title: Re: Rigging and Model Importing Tips!!
Post by: ghost_user47 on April 23, 2012, 09:30:01 PM
I plan to go deeper into different techniques for rigging, as well as ways to just overall make rigging easier.


Title: Re: Rigging and Model Importing Tips!!
Post by: FallenKing on April 23, 2012, 11:25:58 PM
Just finished reading everything, and I gotta say, this really helps. I never used the wireframe view, and I never really thought about lining up the bones like that. That'd probably explain why I could never perfectly blend even the simplest areas like the elbow and knee-caps. lol

So for the fingers, the finger bones generally go half-way up the fingers? Oh, and the lower finger-bones line up with the knuckles, right? I'm thinking about borrowing another model's hands to properly rig Phoenix Wright's hands/fingers. lol

I'm looking forward to the next part of this guide.


Title: Re: Rigging and Model Importing Tips!!
Post by: ghost_user47 on April 24, 2012, 05:50:49 AM
yeah, the 2nd finger joints go about midway in the fingers, make sure you group enough verts around the joints


Title: Re: Rigging and Model Importing Tips!!
Post by: Ninka_kiwi on April 24, 2012, 01:55:21 PM
This may seem stupid for me to ask, but we are now able to change the boneset of a model slightly?

For instance, I am rigging meta ridley over charizard right now and charizard as very wide seperation between his leg bones, So I coulde just move the leg bones to ridleys legs?


Title: Re: Rigging and Model Importing Tips!!
Post by: ghost_user47 on April 24, 2012, 02:36:59 PM
This may seem stupid for me to ask, but we are now able to change the boneset of a model slightly?

For instance, I am rigging meta ridley over charizard right now and charizard as very wide seperation between his leg bones, So I coulde just move the leg bones to ridleys legs?
Heres what I would do.

In BrawlBox, delete all the leg bones. Then, make a new bone branching off the HipN bone for each leg, naming it something that the animations won't affect. Then, branch off bones from that new bone you made, and re-construct the original bone tree...

It's hard to explain... but it's what I'm doing for Mewtwo's tail.

PM Beyond about it... he did it for Pac Man.


Title: Re: Rigging and Model Importing Tips!!
Post by: Infernape on April 24, 2012, 03:45:36 PM
Ah nice! :happy: ill be waiting until it gets done


Title: Re: Rigging and Model Importing Tips!!
Post by: Kamina on April 24, 2012, 03:51:49 PM


Part 5: Special Effects for your models


How did I not notice this! I'll definitely be using this part. (I know most of the other parts to rigging fairly well..)


Title: Re: Rigging and Model Importing Tips!!
Post by: Nasca Corp on April 25, 2012, 02:38:47 PM
How did I not notice this! I'll definitely be using this part. (I know most of the other parts to rigging fairly well..)

Me too ...
I want the shiny texture ... Thanks, cause i'm a noob with riggin, this is helpfull


Title: Re: Rigging and Model Importing Tips!!
Post by: ghost_user47 on April 25, 2012, 06:38:16 PM
Me too ...
I want the shiny texture ... Thanks, cause i'm a noob with riggin, this is helpfull
I will cover how to do that. I plan to finish most of the tutorial this weekend


Title: Re: Rigging and Model Importing Tips!!
Post by: FallenKing on April 29, 2012, 08:10:37 PM
How should I have the shoulders lined up? I had to really stretch out Evil Ryu's shoulders to match Ganondorf's long arms, so I ended up with this:

(http://i1142.photobucket.com/albums/n603/HkingN/EvilShoulders.png)
(http://i1142.photobucket.com/albums/n603/HkingN/EvilShoulders5.png)

and here's what I have after I finished blending:

(http://i1142.photobucket.com/albums/n603/HkingN/EvilShoulders4.png)
(http://i1142.photobucket.com/albums/n603/HkingN/EvilShoulders3.png)

Is this a problem with aligning the model with the skeleton, or is it because I blended it incorrectly? Is it both?


Title: Re: Rigging and Model Importing Tips!!
Post by: ghost_user47 on April 29, 2012, 09:14:12 PM
make the shoulders a bit wider... also try blending the stretched verts to the BustN


Title: Re: Rigging and Model Importing Tips!!
Post by: FallenKing on May 14, 2012, 10:33:35 PM
Do you plan on updating this eventually? I would definitely appreciate some more rigging guidelines, especially for shoulders. I also usually have problems rigging legs (not the knees), especially when you have clothing or some sort of material covering up a portion of the leg, and you need to rig parts of the clothing to move with the leg.


Title: Re: Rigging and Model Importing Tips!!
Post by: ghost_user47 on May 15, 2012, 07:54:08 PM
I will update it probably this summer when school is out. during the week, I only have about 30 minutes per day to work on hacking stuff, and its easier to complete a section all at once than during it day-by-day


Title: Re: Rigging and Model Importing Tips!!
Post by: Boygos on May 15, 2012, 08:11:56 PM
I will update it probably this summer when school is out. during the week, I only have about 30 minutes per day to work on hacking stuff, and its easier to complete a section all at once than during it day-by-day
This su,,er you should do a rigging School. I'm in for that.


Title: Re: Rigging and Model Importing Tips: Updated June 7th
Post by: ghost_user47 on June 07, 2012, 10:09:13 AM
Updated


Title: Re: Rigging and Model Importing Tips: Updated June 7th
Post by: Ninka_kiwi on June 07, 2012, 04:42:04 PM
Wow I never thought to totally rig the model to bust N then rig the individual parts...

Nice update! This will surely make cloud awesome once I'm done with his model!


Title: Re: Rigging and Model Importing Tips: Updated June 7th
Post by: the_randomizer on June 08, 2012, 09:32:22 AM
If you don't mind me asking, but how to get the various wireframe colors in 3DS studio max 2010?  It would make lining up the bones a lot easier than the default white color.


Title: Re: Rigging and Model Importing Tips: Updated June 7th
Post by: ghost_user47 on June 08, 2012, 10:38:49 AM
Its always white when the polygon is selected... nothing much i can do about that


Title: Re: Rigging and Model Importing Tips: Updated June 7th
Post by: the_randomizer on June 08, 2012, 01:32:08 PM
For some reason, after I align the bones using the Edit Mesh command (and keep in mind that I make sure that bones are selected for the Skin mod), I can't move the bones with the model, it doesn't move at all! WTF?

I can add the skin mod and bones and move them just fine, but it's only AFTER I start messing with the mesh the bones no longer move the polygon.


Title: Re: Rigging and Model Importing Tips: Updated June 7th
Post by: ghost_user47 on June 08, 2012, 09:56:22 PM
Make sure Edit Mesh is below Skin on the modifier list... also make sure that the Edit Mesh isnt open and in-use


Title: Re: Rigging and Model Importing Tips: Updated June 7th
Post by: the_randomizer on June 08, 2012, 11:03:04 PM
Make sure Edit Mesh is below Skin on the modifier list... also make sure that the Edit Mesh isnt open and in-use

So I pretty much line the bones up with the model, add the Skin modifier, THEN add the Edit Mesh modifier?  And by the "Edit Mesh not being open", I simply click on an empty space to exit the mesh mode and then rotate a bone?

Edit 11:45 PM  New problem!  Okay, so I notice that I can only move the bones with the polygon when I turn off the Edit Mesh mod (the light bulb icon), but this reverts all the vertex changes I made, making this a real PITA to deal with.  Why can't I see the changes I made to the vertices while I rotate the bones?

The tutorial pictures clearly show both mods on while the ShoulderJ bone is being rotated.  :srs:


Title: Re: Rigging and Model Importing Tips: Updated June 7th
Post by: ghost_user47 on June 09, 2012, 12:15:41 PM
Nooooo.

1. Edit the mesh so it fits the bones
2. THEN add the skin modifier

If the Edit Mesh modifier is in use, then the skin modifier wont work. By in-use, the verts for the Edit Mesh modifier appear.

You can always edit the mesh after you skin it, but the Skin modifier must always be on top of the modifier list. Look at the modifier box in the tutorial pics. the Skin is always on top.

and not both modifiers were on. They were expanded, but the Edit Mesh wasnt in use... its hard to explain over type. I would love to try to record one of my rigs, but I just dont have the time, nor the computer capability.


Title: Re: Rigging and Model Importing Tips: Updated June 7th
Post by: the_randomizer on June 09, 2012, 01:02:13 PM
So, in essence I can make the changes to the skin mod (rotating the bones) and then I can fix the vertices with the Edit Mesh?  If recording an issue, Camstudio would work just fine, it's not very demanding on the CPU.   I'm still trying to figure out how to deactivate the Edit Mesh mod, since clicking on the light bulb icon undoes all the work I did on the polygon itself, hence my earlier confusion.


Title: Re: Rigging and Model Importing Tips: Updated June 7th
Post by: ghost_user47 on June 09, 2012, 05:00:22 PM
if you rotate a bone with the skin mod, you cant edit the mesh without the rotation returning to normal


Title: Re: Rigging and Model Importing Tips: Updated June 7th
Post by: the_randomizer on June 09, 2012, 05:55:53 PM
if you rotate a bone with the skin mod, you cant edit the mesh without the rotation returning to normal

Ah bollocks.  I'm so confused about the whole mesh mod thing.  What did you mean by "You can always edit the mesh after you skin it"?  You mean, after lining up the bones?  I did that and it still doesn't allow me to rotate them to where they need to go.

How are you supposed to keep the changes you make to the Mesh Mod and rotate the bones using the Skin Mod, while keeping the vital vertex changes intact when you export as a .dae file?  That's what isn't making any sense to me.


Title: Re: Rigging and Model Importing Tips: Updated June 7th
Post by: ghost_user47 on June 09, 2012, 10:31:55 PM
Okay. Look at the pics in the tutorial. See the modifier list?

The skin is always on top. Below it is always other modifiers.

ONLY add the skin once the model is ready to be rigged.

However, after rigging, you can still edit the mesh. DONT add a new Edit Mesh modifier. the Skin mod must be on top of the list.

If you edit the mesh after you apply the skin, then just select the Edit Mesh mod below the Skin mod, and make your edits. While you are making edits, the rotations you made will go away. The scene will always display whatever is on the top of the mod list. However, if you activate a mod below the one on top, then the one on top (this case the skin) then it wont show.

When you add the Bones to the Skin modifier, you cant rotate bone to have them fit to the model. You must delete the Skin mod in order to edit bones to fit to the model.


Title: Re: Rigging and Model Importing Tips: Updated June 7th
Post by: the_randomizer on June 09, 2012, 11:59:08 PM
If I sounded demanding or impatient, I apologize for acting in such an asinine way.

To recapitulate, I open the model I want to make an import over, then I

- Delete the polygons of the original Brawl model
- Merge it with the new polygon and line it up with the bones
- Hi-light all the polygons on the new model and add the Edit Mesh mod
- I make all necessary changes to the vertices that need fine tuning
- Once I'm done making all necessary changes, I add the skin mod
- After adding that, I add all the model bones so I can rig the model

And if I understand correctly, having both Skin and Edit Mesh mods on simultaneously creates a conflict.  Having just the Mesh mod on temporarily hides all the rotated bones in the Animation Slider, click it off and I see the changes I made in the Skin Mod.  Essentially, I simply add the Mesh Mod and then the Skin Mod so the Skin is on top of the Mesh. 

I can assume that I need to just have the Skin mod when I export as a .dae file.  Again, it sounds to me that the Edit Mesh just temporarily hides the animation rotations, but doesn't effect negatively when exported.

Man I hope I got something right in my recap...


Title: Re: Rigging and Model Importing Tips: Updated June 7th
Post by: ghost_user47 on June 11, 2012, 09:57:55 AM
Yes, this is correct.

When I said add bones, i meant to the skin mod. you got that, right?


Title: Re: Rigging and Model Importing Tips: Updated June 7th
Post by: Boygos on June 11, 2012, 10:23:26 AM
(http://i.imgur.com/u5GJK.png)

still needs a little editing, but I think I have finally conquered the elbow. yes.


Title: Re: Rigging and Model Importing Tips: Updated June 7th
Post by: ghost_user47 on June 11, 2012, 10:30:22 AM
([url]http://i.imgur.com/u5GJK.png[/url])

still needs a little editing, but I think I have finally conquered the elbow. yes.

The point of bending still needs a little smoothing.... but close :P


Title: Re: Rigging and Model Importing Tips: Updated June 7th
Post by: FallenKing on June 11, 2012, 11:13:53 AM
([url]http://i.imgur.com/u5GJK.png[/url])

still needs a little editing, but I think I have finally conquered the elbow. yes.


Looks good to me. I can hardly imagine anyone noticing the difference in-game. :P


Title: Re: Rigging and Model Importing Tips: Updated June 7th
Post by: ghost_user47 on June 11, 2012, 11:22:45 AM
In-game, its not noticeable. But it aint perfect :P


Title: Re: Rigging and Model Importing Tips: Updated June 7th
Post by: the_randomizer on June 14, 2012, 04:33:32 PM
While I'm certainly getting quite an understanding to how one actually rigs a model, I had a  question regarding vertex editing.  Obviously, due to the hierarchy of both mesh and skin mods, it creates a conflict with the skin modifier (animations/bent joints are hidden) in 3DS Studio Max.  What I want to know is, when it comes to exporting, how are you supposed to export the changes you made to the vertex, much less have those changes show up in Brawl Box?

Edit 4:43PM - Never mind...talk about PEBKAC.  Seems that I disable both mods, start with turning on the mesh mod (on the bottom of the hierarchy), then I turn on the skin mesh and it exports just fine.  Boy is my face red.


Title: Re: Rigging and Model Importing Tips: Updated June 7th
Post by: ghost_user47 on June 14, 2012, 07:54:38 PM
Lol, dont worry about it bro. We all had to start somewhere ;)


Title: Re: Rigging and Model Importing Tips: Updated June 7th
Post by: the_randomizer on June 20, 2012, 10:25:10 AM
So, while I feel that I have gained a fair understanding of rigging by this point in time, there's something not quite right here.  So I rigged each section of the model as per instructions and I get to the point where Brawl Box imports without a hitch (always a good sign).  Right now I'm working on importing Krystal over Peach, but there's a problem; the arms are jagged despite rigging them from ShoulderN -> ShoulderJ -> ArmN -> HandN, in that order.  the BustN distortion I know how to fix, butt the arms and the feet? 

That I know will take a century for me to figure out, but I was checking out the model wireframe and noticed that around the area where LShoulderJ or RShoulderJ are located, there's a surprising lack of vertices around that area.

What's the verdict, should I give up on this particular model and try to find one somewhere else?  I must point out that the latter isn't a choice since The Models Resource has nothing pertaining to Krystal from Star Fox Adventures.

Link to file I'm working on (3DS Studio Max 2011)  http://www.mediafire.com/?5c1idp1k312m7im (http://www.mediafire.com/?5c1idp1k312m7im)


Title: Re: Rigging and Model Importing Tips: Updated June 7th
Post by: ghost_user47 on June 20, 2012, 10:30:52 AM
Rig to the ArmJ, not ArmN

Lack of verts do cause issues


Title: Re: Rigging and Model Importing Tips: Updated June 7th
Post by: the_randomizer on June 20, 2012, 10:55:57 AM
CRAP!  I meant to say "ArmJ" not "ArmN".  Sorry about that.  Have you had a chance to look at the model to see why it's so jacked up?


Title: Re: Rigging and Model Importing Tips: Updated June 7th
Post by: ghost_user47 on June 20, 2012, 11:00:28 AM
I'll try later today (im on my phone right now)


Title: Re: Rigging and Model Importing Tips: Updated June 7th
Post by: the_randomizer on June 21, 2012, 07:37:20 PM
Created a thread with more detailed info about the issue:

http://forums.kc-mm.com/index.php?topic=46478.0 (http://forums.kc-mm.com/index.php?topic=46478.0)


Title: Re: Rigging and Model Importing Tips: Updated June 7th
Post by: LeftyGreenMario on June 24, 2012, 04:01:35 PM
It sounds like dumb question, but how do you vertex edit the model after you finish rigging? Do I add another edit mesh modifier? After rigging, I noticed a hole that can be easily fixed by moving the vertex.

By the way, thanks for the tips. I can never get those elbows to look right. However, the blending option sort of fails when there are two vertices in one spot that "zipper" the model. If I don't rig them to equal weights, a hole appears after bending the joint.

I hope you can provide us more detailed information soon!


Title: Re: Rigging and Model Importing Tips: Updated June 7th
Post by: Exorcist on June 24, 2012, 04:34:36 PM
Right click the Skin modifier and check Retain Sub Attributes (I don't remember the exact name). Then right click it again, select cut, move as many vertices as you want, and right click Paste Instanced.


Title: Re: Rigging and Model Importing Tips: Updated June 7th
Post by: the_randomizer on June 29, 2012, 07:48:55 PM
Yesiree looks like I'm going to have to start from scratch.  Lovely.


Title: Re: Rigging and Model Importing Tips: Updated June 7th
Post by: ghost_user47 on June 29, 2012, 09:23:21 PM
Yesiree looks like I'm going to have to start from scratch.  Lovely.
whyyyyy


Title: Re: Rigging and Model Importing Tips: Updated June 7th
Post by: GodBarrierDjinn on April 23, 2018, 08:19:53 PM
How do you rig the faces? I model imported brawl Snake's body to brawl Ike but I kept all of Ike's faces. Unfortunately it seems I have to re rig them all...