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Author Topic: perfect auto-rig guide  (Read 42010 times)
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TravixMan Productions
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« Reply #60 on: July 25, 2013, 06:13:06 PM »


Is there a way to get the original rig onto characters if you export the DAE file from Brawlbox?  Because when I import it in 3DS max, I have to put the skin modifier on there.  Then when I export that rig and put it into Brawlbox, everything is close, except its weirder than before.


Un-Altered


Exported from Brawlbox, then 3DS Max

« Last Edit: July 25, 2013, 06:15:33 PM by TravixMan » Logged

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    « Reply #61 on: July 25, 2013, 11:26:30 PM »


    I'd say yes. But I really didn't understand your question. Could you explain it a bit more?
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    TravixMan Productions
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    « Reply #62 on: July 26, 2013, 11:16:05 AM »


    I'd say yes. But I really didn't understand your question. Could you explain it a bit more?
    Well, I exported the rigged model from the game into 3DS Max.  But it did not have the original rig.  So I put the skin modifier on it and they vertices were rigged to the bones.  But when I view it in brawlbox, they both seem to be rigged differently.  I'm asking if there was a way to export the original rig with the model, so you don't have to manually rig the bones of an original character.
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    BlueBrain
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    « Reply #63 on: July 26, 2013, 12:25:26 PM »


    if it doesnt have the original rig, you're not going anywhere xD
    try using the rigged brawl models resource thread, i think it's pinned in the model import board.
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    TravixMan Productions
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    « Reply #64 on: July 26, 2013, 12:32:44 PM »


    if it doesnt have the original rig, you're not going anywhere xD
    try using the rigged brawl models resource thread, i think it's pinned in the model import board.
    I'm using Mario Kart Wii bones.  I'm wondering if there was a way to get the original rigs of those characters, since I see there's original rigs of Brawl's characters.
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    BlueBrain
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    « Reply #65 on: July 26, 2013, 12:33:28 PM »


    if your exporting and importing is working good you should get the rig...
    if not ask someone to do it for ya
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    TravixMan Productions
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    « Reply #66 on: July 26, 2013, 03:20:22 PM »


    if your exporting and importing is working good you should get the rig...
    if not ask someone to do it for ya
    In what, Brawlbox?  Or 3DS Max?

    I'm not doing the method.  What I'm doing is trying to get the original rig of the Mario Kart Wii Bones, and to use Diddy Kong to rig Iggy with Diddy's rig.  Then after I get Diddy's rig, then I can do this method.
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    « Reply #67 on: July 26, 2013, 03:28:59 PM »


    You word things in a very confusing way. So, you are making a hack for MK or brawl? Who are you trying to put over who? and what rig are you trying to keep? Cause it can go both ways.
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    TravixMan Productions
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    « Reply #68 on: July 26, 2013, 03:49:29 PM »


    You word things in a very confusing way. So, you are making a hack for MK or brawl? Who are you trying to put over who? and what rig are you trying to keep? Cause it can go both ways.
    Sorry I'm confusing you.  Let me try to explain further.

    I am making a hack of Iggy over Diddy's bones.  I am trying to keep Diddy's bones when I export him from Brawlbox.  But when I put him on 3DS Max, he won't have a skin modifier, therefore, canceling out his rig.  I'm trying to keep Diddy's rig so I can put his rig on Iggy, giving Iggy a rig that's like Diddy.  I'm hoping it will keep it from making weird issues with arms, legs, and the neck, for I'm having many problems with those things.

    It is a Mario Kart Wii hack, by the way.
    « Last Edit: July 26, 2013, 03:50:41 PM by TravixMan » Logged

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    « Reply #69 on: July 26, 2013, 04:48:43 PM »


    Allright, I kind of get it now. So when you export the .dae into max (diddy, the MK one?) the skin modyfier is not there? Have you tried moving the bones and see if it does something? Cause when an object is singlebound (rigged to only one bone) and reimported into max, instead of having a skin modyfier it will be considered a "child" of that bone, thus following it even with no skin. That or you have max configured to not keep the skin of imports.
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    TravixMan Productions
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    « Reply #70 on: July 27, 2013, 02:53:45 PM »


    Now I've ran into a troubling situation.  I'm doing another Mario Kart Wii hack of Ludwig over Wario.  And when I used the technique, most things went wrong, except ironically, the arms and legs, which usually go wrong with the others.  Take a look at the original Ludwig import and the new Ludwig import.

    Original Rig (Manually)


    New Rig (Perfect Auto-Rig Method)


    Ironically, the new one has the good things that needed to be fixed on the old one, but messed up all the good stuff on the old one.

    However, when I did a Mario Kart hack of Boo over King Boo, the method worked perfectly.

    I've done the method with Iggy too, and he looked messed up as well.  Maybe there should be a video on this.      
    « Last Edit: July 28, 2013, 10:40:43 AM by TravixMan » Logged

    BlueBrain
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    « Reply #71 on: July 30, 2013, 08:58:08 AM »


    if the head or hair is near the body, it will take the body's rig, just mannually fix it a bit and you should be done. it's still not a magic tool Tongue

    just cancel all weights that are not the neck or head by setting it to 0, this will keep the neck/head proportion in the weights.
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    TravixMan Productions
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    « Reply #72 on: July 30, 2013, 11:43:43 AM »


    When I use the skinwrap, there are some polygons that arent part of the skin modifier, such as the eyes.  The whole model is gray except the eyes, which are white.  It says the eyes don't have a skin.  Is there a way to get the eyes as part of the skinwrap?
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    « Reply #73 on: July 30, 2013, 12:50:06 PM »


    give the eyes a skin modifier and add only the head bone, that should fix it.
    before using this method, learn how brawl models or any mdl0 gets into 3ds max.
    pwetty pwease.
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    « Reply #74 on: July 30, 2013, 04:04:51 PM »


    i still get an error. If you want, i can upload the model im importing, teh bones, adn the original model all in one .max file
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