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Help & Tutorials => Model Tutorials => Topic started by: BlueBrain on April 24, 2013, 08:05:35 AM



Title: perfect auto-rig guide
Post by: BlueBrain on April 24, 2013, 08:05:35 AM
i hope this increases the quality of imports' rigs, it's very easy and it gives nearly perfect results.

what do you need?

a brain
a computer
3ds max
basic 3ds max knowledge
a scene with the original character rigged (!)


what are we gonna do?

first of all fit your model PERFECTLY to the original model, this means, where one shoulder is, should be the other shoulder as well, they must have the same leg length, arm length, etc...

once it fits perfectly, let's delete some stuff from your original model.

you should delete all extra faces, leaving only the "normal face" delete the eyes if you feel like doing it, since we won't need them, all you should have left is a full body without any "useless" stuff, we only care about the rig anyways :P

now comes the fun part, take the model you're gonna import (select all it's pieces) add a edit mesh just to avoid any errors, and then add a modifier called "skin wrap".

now let's take a look at all the wonderfull stuff this modifier does, basically what it does is it takes a existing rig, and applies it to a unrigged model by comparing the rigged model's weights, and applying the same values to the new model's vertices, this is why it's important to have everything perfectly alligned.

Now, how do we apply this sorcery?
Very simple, there is a little window with a "add" and a "remove" button, obviously, click on add, now press the H key to open the select by name window, and add ALL the models, 3ds max may freeze now, dont worry and just let it relax, as soon as it's done you have a fully rigged model; now click on "weight all points" and then "convert to skin" and delete the skin wrap modifier, so yeah, a fully rigged model you haz!
It does have some flaws though, so now we'll fix them quickly.

so first, where do these errors appear most commonly?
easy, at the fingers and the legs.
to fix them is easier then you may think, just go to the hands, and in the skin modifier select every finger bone and set the unlogically weighted vertices to 0, and do the same with the legs.

any doubt u may have, comment.


Title: Re: perfect auto-rig guide
Post by: SonicBrawler on April 24, 2013, 08:10:24 AM
i will be sure to try this later.


Title: Re: perfect auto-rig guide
Post by: Flygon on April 24, 2013, 08:39:10 AM
So we need the rigged brawl model and the new unrigged model in the same scene?


Title: Re: perfect auto-rig guide
Post by: BlueBrain on April 24, 2013, 09:18:04 AM
yes
i assure it works, check out my recently released liquid snake hack and my upcoming 2face, they're both 100% made with this method.


Title: Re: perfect auto-rig guide
Post by: Flygon on April 24, 2013, 09:27:31 AM
I'll try whenever I get 3DS again but just for curiosity,which version do you use?


Title: Re: perfect auto-rig guide
Post by: BlueBrain on April 24, 2013, 09:40:48 AM
2010


Title: Re: perfect auto-rig guide
Post by: Vaanrose on April 24, 2013, 02:19:53 PM
This can be done in Maya... without the models having the exact same proportions. They don't even need to be getting put over the same skeleton. Gives pretty decent results, too, though obviously the closer in shape the better the final rig is.


Title: Re: perfect auto-rig guide
Post by: BlueBrain on April 24, 2013, 02:25:03 PM
well yeah
i'm telling the model to be the same for optimal results, and i said 3ds max cuz it's what i use, and idk if the same method applies to maya, if you want to write a maya version of the tutorial i could include it in the OP


also, weird characters will need more fixing, i just made a peach rig, and had to fix the shoulderJ bones, but since those are pretty simple, it's still easier than fully rigging by scratch


Title: Re: perfect auto-rig guide
Post by: pikazz on April 24, 2013, 02:33:22 PM
I used a other method to get same weight/skin but this might work better than my method!


Title: Re: perfect auto-rig guide
Post by: BlueBrain on April 24, 2013, 04:15:25 PM
please share


Title: Re: perfect auto-rig guide
Post by: pikazz on April 25, 2013, 12:22:58 AM
please share
skin, export envelope on each skin from a original model and import envelope on each skin on the new model with "vertex point ID" unchecked! this is roughly what I remember, dont have 3ds max right now to check it :oshi:


Title: Re: perfect auto-rig guide
Post by: Iwvi on April 25, 2013, 12:23:40 AM
I posted a tutorial on this a while back. Glad someone spreads the word of this modifier, it should be more used round here.


Title: Re: perfect auto-rig guide
Post by: BlueBrain on April 25, 2013, 01:32:39 AM
skin, export envelope on each skin from a original model and import envelope on each skin on the new model with "vertex point ID" unchecked! this is roughly what I remember, dont have 3ds max right now to check it :oshi:
interesting
i may try this out as well


Title: Re: perfect auto-rig guide
Post by: pikazz on April 25, 2013, 01:35:06 AM
interesting
i may try this out as well
doesnt work on everyone however, it didn't work on my melee bowser D:


Title: Re: perfect auto-rig guide
Post by: BlueBrain on April 25, 2013, 05:42:54 AM
ok
i have some important but bad news about the method.
it freezes brawl even with a filesize EQUAL to the original character's, it still works if you manage to get the filesize lower though, so yeah, you gotta optimize the [censored] out of it, and try not to abuse this method on hipoly models D:


Title: Re: perfect auto-rig guide
Post by: BlueBrain on May 05, 2013, 05:45:21 AM
update!
i found out it wasnt because of the method, it's because of project:M and it's [censored]y size limits
this actually made me release a [censored]ing ugly poison... had to optimize it till 45% for it to work

so yeah dont be afraid to use this!


Title: Re: perfect auto-rig guide
Post by: Sirkura on May 19, 2013, 04:47:04 AM
hmm when i hit convert to skin it says "instancing not available for this action"


Title: Re: perfect auto-rig guide
Post by: BlueBrain on May 19, 2013, 05:07:13 AM
try doing it object per object, i had the same error myself as well a couple of days ago, everything went fine when i just did it calmly though xD


Title: Re: perfect auto-rig guide
Post by: Sirkura on May 19, 2013, 05:28:59 AM
try doing it object per object, i had the same error myself as well a couple of days ago, everything went fine when i just did it calmly though xD

woot thx :3 i'll try it out and post my results.

edit: still recieving the error, seems to rig fine just won't convert to skin.


Title: Re: perfect auto-rig guide
Post by: BlueBrain on May 19, 2013, 06:34:29 AM
that's really odd...
are all the objects editable meshes?


Title: Re: perfect auto-rig guide
Post by: Sirkura on May 19, 2013, 03:07:38 PM
yep i'll fiddle with it later when i have more time.  maybe i can give you the max files and see if it works for you? i might just be doing it wrong.


Title: Re: perfect auto-rig guide
Post by: Flygon on May 19, 2013, 03:14:51 PM
Try to merge all the objects into one and then you deattach them and paste the skin manually over each object.


Title: Re: perfect auto-rig guide
Post by: Sirkura on May 19, 2013, 04:32:59 PM
Try to merge all the objects into one and then you deattach them and paste the skin manually over each object.

so imoprt them as a single mesh?
meh think its just this particular model i'll have to do it the olf fashioned way. tho theoretically i can make my sirks hack one slot instead of using a PSA with this method


Title: Re: perfect auto-rig guide
Post by: Flygon on May 19, 2013, 05:02:14 PM
so imoprt them as a single mesh?
meh think its just this particular model i'll have to do it the olf fashioned way. tho theoretically i can make my sirks hack one slot instead of using a PSA with this method
lol no, just merge all the objects of the model before using the skin wrap, after that, you just deattach them and drop the respective textures.


Title: Re: perfect auto-rig guide
Post by: Sirkura on May 19, 2013, 05:56:17 PM
lol no, just merge all the objects of the model before using the skin wrap, after that, you just deattach them and drop the respective textures.
alright i'll try it in a bit. how would you merge  the objects exactly?

*quick edit: just thought i'd share this link as it seems relevent. since you can't use an instanced skin with skin wrap this provides a work around

http://tech-artists.org/wiki/Skin_Wrap_%283ds_Max%29 (http://tech-artists.org/wiki/Skin_Wrap_%283ds_Max%29)


Title: Re: perfect auto-rig guide
Post by: UnchartedLegend on May 23, 2013, 08:56:40 PM
this is probably a really dumb question and im sorry to even ask it but, where can I get a scene with the original character rig?


Title: Re: perfect auto-rig guide
Post by: Iwvi on May 23, 2013, 10:32:48 PM
You can import them into Max using brawlbox. You'd need to do so anyway if you plan on importing something. If for any reason you can't do that, you can get them in this thread : http://forums.kc-mm.com/index.php?topic=51862.0 (http://forums.kc-mm.com/index.php?topic=51862.0)  links were down, not sure which ones work and not all characters are there. You can also ask in the model help section and see if someone can give you the character you need.


Title: Re: perfect auto-rig guide
Post by: GentlemanPotato on May 24, 2013, 06:31:01 AM
Just used this on my Cortez import and it worked great although I used a model someone else had rigged over Zelda instead of her original model as it produced a better rig.


Title: Re: perfect auto-rig guide
Post by: TravixMan Productions on May 27, 2013, 09:22:03 AM
You can import them into Max using brawlbox. You'd need to do so anyway if you plan on importing something. If for any reason you can't do that, you can get them in this thread : [url]http://forums.kc-mm.com/index.php?topic=51862.0[/url] ([url]http://forums.kc-mm.com/index.php?topic=51862.0[/url])  links were down, not sure which ones work and not all characters are there. You can also ask in the model help section and see if someone can give you the character you need.

I tried getting the DAE file from Brawlbox onto 3DS Max, but when I did that, there was no skin modifier.  I am trying to get Iggy to go over Bowser Jr in Mario Kart Wii, but when I tried it, it said "Instance is not supported."  I wonder if it has to do with Bowser Jr. not having any rig.  He's got the bones and models, sure, but the actual rig?  I don't know. 


Title: Re: perfect auto-rig guide
Post by: Kyouma on May 27, 2013, 09:51:16 AM
whenever I click on Convert to Skin after selecting Weight all the Points, I get "Instancing not supported by this action"


Title: Re: perfect auto-rig guide
Post by: Iwvi on May 28, 2013, 02:56:02 AM
TO EVERYONE GETTING THE ERROR "Instancing not supported by this action" (sorry for "shouting")
You most likely tried to apply the skin wrap to more than one object at a time. You can indeed apply it to many objects but it won't let you convert it to skin.
YOU SHOULD NOT:
-Select more than one object
-Apply "Skin Wrap" (with more than one object selected)
-Trying to convert to skin will yield the error "Instancing not supported by this action"

YOU SHOULD:
-Select ONE object
-Apply "Skin Wrap"
-Convert to Skin, remember to check "Weight All points"
-Repeat for every object you want to skin with this method.

Hope this explains why "Instancing not supported by this action" keeps apearing. If it appears for any other reason, then though luck, but having the same skin wrap over more than one object is one of the reasons.


Title: Re: perfect auto-rig guide
Post by: Sirkura on May 28, 2013, 08:39:01 PM
TO EVERYONE GETTING THE ERROR "Instancing not supported by this action" (sorry for "shouting")
You most likely tried to apply the skin wrap to more than one object at a time. You can indeed apply it to many objects but it won't let you convert it to skin.
YOU SHOULD NOT:
-Select more than one object
-Apply "Skin Wrap" (with more than one object selected)
-Trying to convert to skin will yield the error "Instancing not supported by this action"

YOU SHOULD:
-Select ONE object
-Apply "Skin Wrap"
-Convert to Skin, remember to check "Weight All points"
-Repeat for every object you want to skin with this method.

Hope this explains why "Instancing not supported by this action" keeps apearing. If it appears for any other reason, then though luck, but having the same skin wrap over more than one object is one of the reasons.

i actually posted a work around for this earlier :x think its on page 2


Title: Re: perfect auto-rig guide
Post by: Iwvi on May 28, 2013, 10:16:04 PM
Oh that one, I didn't notice. Anyway Hope people solve their problems. I had read that one before, but It seemed like many would not fully understand it.


Title: Re: perfect auto-rig guide
Post by: Sirkura on May 28, 2013, 10:28:16 PM
Oh that one, I didn't notice. Anyway Hope people solve their problems. I had read that one before, but It seemed like many would not fully understand it.
yep you dumbed it down pretty well an made it simple and easy to understand. v4 of my sirks hack is coming along thanks to that.


Title: Re: perfect auto-rig guide
Post by: tim.de9 on June 09, 2013, 07:13:09 PM
dunno what went wrong but this did not weigh any bones to the skin at all when I tried it.  Followed it exactly.  Dunno why but obviously weighing is the part I am trying to avoid with this so what gives?


Title: Re: perfect auto-rig guide
Post by: SonicBrawler on July 09, 2013, 07:19:40 PM
So i get the Instancing not supported by this action error, went with iwvi's suggestion of only doing one at a time, but i still get it


Title: Re: perfect auto-rig guide
Post by: Anivernage on July 09, 2013, 07:30:44 PM
So i get the Instancing not supported by this action error, went with iwvi's suggestion of only doing one at a time, but i still get it
Me either, i cant get it working, i attached 3 objects, then applied skin wrap and the same error as sonicbrawler.
The objects i attached didnt have skin.
I dunno why i got this error with 3 different imports <.<


Title: Re: perfect auto-rig guide
Post by: Iwvi on July 09, 2013, 09:01:48 PM
That is really weird, could you explain exactly what you did?


Title: Re: perfect auto-rig guide
Post by: SonicBrawler on July 09, 2013, 09:17:50 PM
Ok so i have the model of mine. An edited sonic. So i have all of the polygons renamed. I imported an unedited sonic .dae, everything lines up. I select the polygons of my edited model, the make the skin wrap. I also tried a few times having a editable mesh in here. Then i go to add in skin wrap. Press h to select all of the polygons for regular sonic. Then i go to check the box once its done and convert to skin then i get the error


Title: Re: perfect auto-rig guide
Post by: Iwvi on July 09, 2013, 11:17:32 PM
You select the polygons of your edited model? You are selecting more than one? or just one?


Title: Re: perfect auto-rig guide
Post by: BlueBrain on July 10, 2013, 01:50:25 AM
it's really odd indeed, i've used this method, and even when i encounter the error, it'll work by adding the modifier to one object at a time... :/


Title: Re: perfect auto-rig guide
Post by: SonicBrawler on July 10, 2013, 05:32:00 AM
You select the polygons of your edited model? You are selecting more than one? or just one?
more than one


Title: Re: perfect auto-rig guide
Post by: BlueBrain on July 10, 2013, 08:15:41 AM
select your not-rigged model, piece by piece, and you can add all the rigged model pieces together.
i have a feeling you're doing it the other way around... xD


Title: Re: perfect auto-rig guide
Post by: SonicBrawler on July 10, 2013, 10:43:43 AM
select your not-rigged model, piece by piece, and you can add all the rigged model pieces together.
i have a feeling you're doing it the other way around... xD

maybe. I click on EVERY POLYGON on my non-rigge dmodel then add the skin wrap. i press add then click h and select EVERY POLYGON for the ORIGNAL model. then i try to click whatever and get the error.so i dont think im doing it the other way


Title: Re: perfect auto-rig guide
Post by: Iwvi on July 10, 2013, 07:58:10 PM
You should select ONE and ONLY ONE object of your non rigged model. Then select any number of objects of your already rigged model. Then you can convert to skin without a problem. You repeat  this for every object on your not rigged model.


Title: Re: perfect auto-rig guide
Post by: SonicBrawler on July 10, 2013, 08:00:04 PM
OOHHH okay. thanks. i will try that


Title: Re: perfect auto-rig guide
Post by: BlueBrain on July 12, 2013, 12:54:44 AM
be sure to report if it worked :D

also, remember there are characters with weird rigs, like peach with her odd shoulders... xD


Title: Re: perfect auto-rig guide
Post by: SonicBrawler on July 12, 2013, 05:56:41 AM
Nope same problem.


Title: Re: perfect auto-rig guide
Post by: BlueBrain on July 12, 2013, 10:20:10 AM
what 3ds max are you using?
if 2010 or older please upload the .max so i can take a look...
if higher, save as a 2010 scene please xD


Title: Re: perfect auto-rig guide
Post by: SonicBrawler on July 12, 2013, 10:48:46 AM
2010. I'm not home and won't be for a week so i cant :P


Title: Re: perfect auto-rig guide
Post by: RAWRzilla on July 23, 2013, 03:58:06 PM
lmao I'm doing this now and my 3DS Max Crashes after every skin wrap, but it does it and saves it in the recovery file

So I have to restart from a crash and do the next object after each


Title: Re: perfect auto-rig guide
Post by: BlueBrain on July 23, 2013, 03:59:33 PM
just ignore when it "crashes" it's just overloading, let it be and it should recover, if ur PC is really crappy, add the objects all once at a time xD


Title: Re: perfect auto-rig guide
Post by: Iwvi on July 23, 2013, 06:52:52 PM
Yeah, skin wrap can put quite the toll on old computers. 3DS max is not easy to run on old computers to begin with. I once overheated my computer trying to get "profesional" level shadows on a 3DS max render. So if your computer can't handle it, be patient and do stuff slowly.


Title: Re: perfect auto-rig guide
Post by: RAWRzilla on July 23, 2013, 08:09:59 PM
So I did the skin wrap and it weighted everything, but it still screws the hell out of the rig. Well, not the rig, but the "roundness" of the model. I assume since I'm taking models with 1200-2000 polys down to something like 400, it is messing with the rig. I just dont know what to do :(


Title: Re: perfect auto-rig guide
Post by: Iwvi on July 23, 2013, 09:38:10 PM
What skin wrap does is that it approximates a skin based on another object. A higher poly object would bend much more smoothly than a low poly one. If that's what you mean, yeah it is because of the lower quantity of polys.


Title: Re: perfect auto-rig guide
Post by: BlueBrain on July 24, 2013, 12:15:32 AM
also, if the model being skin wrapped iis higher poly than the base mesh, it wont look as good as it could, since it will only use the weight values of the lower poly model. but that's a minor thingy


Title: Re: perfect auto-rig guide
Post by: poker7777 on July 24, 2013, 10:53:05 AM
Hey I have a problem I tried using the skin wrap technic one at a time like you guys said and I got this in Brawlbox

Picture of problem
http://www.mediafire.com/?e713695iqin8c7r (http://www.mediafire.com/?e713695iqin8c7r)


Title: Re: perfect auto-rig guide
Post by: Iwvi on July 24, 2013, 05:19:15 PM
You probably didn't select the right original (already rigged objects) Seems like you only selected the feet and lower arms.


Title: Re: perfect auto-rig guide
Post by: poker7777 on July 25, 2013, 03:08:22 AM
Your probably right thanks actually I figured that part out now I'm trying to stop him from freezing in brawl I re-did everything and it rigged it just doesn't work in Brawl yet :/


Title: Re: perfect auto-rig guide
Post by: Reaver Ind. on July 25, 2013, 04:09:51 PM
Thanks joke king for this super quick auto-auto rig guide, Iwvi and Sirkura for dumbing it down to make it more easier.  I can get back to doing projects that I was originally going to stop on.  :)


Title: Re: perfect auto-rig guide
Post by: TravixMan Productions 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.

(http://imageshack.us/a/img835/6766/k8gv.png)
Un-Altered

(http://imageshack.us/a/img543/6986/rxnx.png)
Exported from Brawlbox, then 3DS Max



Title: Re: perfect auto-rig guide
Post by: Iwvi 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?


Title: Re: perfect auto-rig guide
Post by: TravixMan Productions on July 26, 2013, 11:16:05 AM
I&#039;d say yes. But I really didn&#039;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.


Title: Re: perfect auto-rig guide
Post by: BlueBrain 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.


Title: Re: perfect auto-rig guide
Post by: TravixMan Productions 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.


Title: Re: perfect auto-rig guide
Post by: BlueBrain 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


Title: Re: perfect auto-rig guide
Post by: TravixMan Productions 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.


Title: Re: perfect auto-rig guide
Post by: Iwvi 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.


Title: Re: perfect auto-rig guide
Post by: TravixMan Productions 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.


Title: Re: perfect auto-rig guide
Post by: Iwvi 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.


Title: Re: perfect auto-rig guide
Post by: TravixMan Productions 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)
(http://img9.imageshack.us/img9/6921/vfa.gif)

New Rig (Perfect Auto-Rig Method)
(http://imageshack.us/a/img33/2321/v7ao.gif)

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.      


Title: Re: perfect auto-rig guide
Post by: BlueBrain 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 :P

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.


Title: Re: perfect auto-rig guide
Post by: TravixMan Productions 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?


Title: Re: perfect auto-rig guide
Post by: BlueBrain 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.


Title: Re: perfect auto-rig guide
Post by: SonicBrawler 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


Title: Re: perfect auto-rig guide
Post by: BlueBrain on July 30, 2013, 04:14:43 PM
that could probably help troubleshooting. not that i am very active myself, but maybe someone is willing to check it out :D


Title: Re: perfect auto-rig guide
Post by: SonicBrawler on July 30, 2013, 04:30:00 PM
http://www.mediafire.com/?t5zq8io9h9zutyy (http://www.mediafire.com/?t5zq8io9h9zutyy)

obviously the objects not labled with polygon are what i want imported


Title: Re: perfect auto-rig guide
Post by: Leon Exodio on July 31, 2013, 06:51:25 PM
i still get the same error just like sonicbrawler  every time


Title: Re: perfect auto-rig guide
Post by: Iwvi on August 01, 2013, 02:26:41 AM
I can't open the file fro sonic brawler. And at leon, have you tried doing objects one by one?


Title: Re: perfect auto-rig guide
Post by: ShadowSnake on September 03, 2013, 12:44:40 PM
Sorry to bump the thread like this but my model is freezing in-game, the battle starts but instead of my character loading it just freezes the game. His file size is below the limit for that character and I have already tested the model in brawlbox and fixed all the rig issues.

Am I supposed to collapse any of the modifiers? mine is set up like this...

(light bulb icon on) + Skin
(light bulb icon off) + Skin Wrap
(light bulb icon on) + Edit Mesh
+ Editable Mesh


Title: Re: perfect auto-rig guide
Post by: BlueBrain on September 03, 2013, 01:58:30 PM
are you using project:M?
try reducing the filesizes even more just to make sure, i had to reduce some characters to below their original counterparts' size... although they did work in regular brawl.


Title: Re: perfect auto-rig guide
Post by: ShadowSnake on September 03, 2013, 02:27:03 PM
are you using project:M?
try reducing the filesizes even more just to make sure, i had to reduce some characters to below their original counterparts' size... although they did work in regular brawl.

I got it to work! It was filesize, strange because I have a mod that had more filesize and yet it always works and no I don't use project m.

I must say this method is fast and efficient, I imported Corvo from Dishonored over Marth and the auto-rig actually rigs it quite well. There are a few areas to fix here and there but this saves hours of work.


Title: Re: perfect auto-rig guide
Post by: BlueBrain on September 03, 2013, 03:02:41 PM
glad to hear, yeah it kind of limits the filesize a bit more than normal for some odd reason... but it works xD


Title: Re: perfect auto-rig guide
Post by: SonicBrawler on September 03, 2013, 03:54:21 PM
Since only certain objects can be used, i think we should have a list. Like for sonic. If you select all of the objects to auto rig to, you get an error. Objects 1 thru 6 are to use for sonic


Title: Re: perfect auto-rig guide
Post by: BlueBrain on September 03, 2013, 04:55:09 PM
everything can be used as long as you add skin modifiers to all the single binded objects...


Title: Re: perfect auto-rig guide
Post by: Don Jon Bravo on September 08, 2013, 02:13:19 PM
hei
I made a tutorial
http://youtu.be/vNVt9sjkSr4 (http://youtu.be/vNVt9sjkSr4)

ive been knowing about this for a long time though didnt try it as most of my imports are really different from their original bone structures and require a ton of bone edits...


Title: Re: perfect auto-rig guide
Post by: Kidneptune on September 12, 2013, 07:12:07 AM
hey i got i quick question about this. :D how do you fix the jumbled up textures?


Title: Re: perfect auto-rig guide
Post by: Iwvi on September 12, 2013, 07:53:20 AM
hey i got i quick question about this. :D how do you fix the jumbled up textures?
This has nothing to do with this tutorial, try asking in the help board, and be more specific, try posting pics as well and where the model comes from, etc.


Title: Re: perfect auto-rig guide
Post by: Kidneptune on September 12, 2013, 10:41:05 AM
this is what happens to the model.
the model comes from http://www.models-resource.com/ (http://www.models-resource.com/)
 (http://i.imgur.com/d1kAIpw.png)


Title: Re: perfect auto-rig guide
Post by: Iwvi on September 12, 2013, 05:33:01 PM
That's probably because every object is using only the texture of the middle thingy. But this is off-topic here, try posting this on the help boards.


Title: Re: perfect auto-rig guide
Post by: spongeman131 on November 05, 2013, 10:52:10 PM
Sorry for necro-post but I'm having a really hard time following this due to the wording. From reading the op and subsequent posts I've gathered this as how to perform the method:

1. Import a .dae of the original Brawl model into 3DSMax.

2. Take your imported model and delete all polygons (eg face and eyes) that aren't needed so you only have the body and the rig remaining. Save this as a 3DSMax scene.

3. Take your edited model with matching legs, arms etc... positions and import only the polygons ie vertices into the scene with your rig from the original model.

4. Delete all Skins on your edited imported mesh if any.

5. Select one object of your edited, rigless model and apply an Edit-Mesh modifier to work with incase you screw up.

6. Apply a Skin Wrap modifier to your Edit Mesh modifier.

7. In the parameters window under the Modify tab click the "Add" button underneath the big empty window.

8. Press H.

9. Select the corresponding object from the original Brawl model with the rig and press "Pick". Wait for 3DSMax to finish its stuff.

10. Tick the "Weight all points" checkbox. Wait a bit more.

11. Press the "Convert to Skin" button.

12. Delete Skin Wrap modifier.

13. Repeat for all the objects in your edited model.

Now if we say only had modified one polygon from the original Brawl model and wanted to re-rig it. Would the easiest thing to do be to:

-open the scene with your edited model

-import the original brawl model into the scene

-delete the skin off the object that needs to be re-rigged

-apply the Skin Wrap to that object that needs to be rerigged

-select corresponding object from imported original Brawl model

-continue on following the rest of the guide

If I do this I get an "OutofBounds" exception when trying to import the .dae into BrawlBox, so something is wrong.


Following the guide though how do we get the bones into our model from the original Brawl one? Or do we make those ourselves? I think I may be confused as to the difference between "rigging" and "bones". I made sure to apply all the bones back to the Skin too.


Title: Re: perfect auto-rig guide
Post by: BlueBrain on November 06, 2013, 09:23:15 AM
this guide is not to edit a brawl model, instead it is to import new models using the brawl rigs to your advantage, if i understood correctly, you are trying to edit a brawl model and re-import it.
if this is indeed your case, this is not your guide.


Title: Re: perfect auto-rig guide
Post by: spongeman131 on November 06, 2013, 09:50:05 AM
this guide is not to edit a brawl model, instead it is to import new models using the brawl rigs to your advantage, if i understood correctly, you are trying to edit a brawl model and re-import it.
if this is indeed your case, this is not your guide.

Yes that is indeed the case. I've edited one object from a Brawl Model and I need to import the model but that object needs re-rigging.

Why wouldn't this guide work though?

Thank you.


Title: Re: perfect auto-rig guide
Post by: Iwvi on November 06, 2013, 01:32:32 PM
It should work, since it uses skin wrap. But since you have only on object that needs rigging, you'll only need to apply it to that objects and chose the objects you want to follow. I had a similar tutorial about adding objects using skin wrap. It should be around the tutorial section.


Title: Re: perfect auto-rig guide
Post by: spongeman131 on November 06, 2013, 02:54:55 PM
It should work, since it uses skin wrap. But since you have only on object that needs rigging, you'll only need to apply it to that objects and chose the objects you want to follow.

Looking at your guide I think I found what I was doing wrong. When you import the two models so you have the original rigged one and the one you want to re-rig you want to leave them in the middle of the scene on-top of each other.
I was moving one away from the other before applying the skin wrap thinking that since the vertices were all in roughly the same spot it would be okay.

Reading your guide though I see the grave error I made.

What would be easiest them is to do a Mesh Select modifier on your edited model.

-Delete the skin on the object you want to re-rig

-import the original Brawl model that is rigged and LEAVE IT IN THE SAME SPOT

-Then go and select the object on your edited model you want to re-rig, apply SkinWrap and follow the subsequent processes to get the skin.

-Take your mesh selection modifier to move your edited model out of the way and make it easier to get rid of the imported model from the scene

-delete imported model

-move your edited and newly re-rigged model back to where it was in the center

Would I also be able to take the edited model, detach the object of the edited mesh from it, import that mesh into a scene with the rigged model, apply the Skin Wrap then detach the object from the original Brawl model and then attach the edited object to the model? Or would what I have above be an easier method?

Good to go. Or is there an easier way to remove all elements of an imported object in a scene in 3DSMax? I think the bones would cause problems wit the Mesh Selection modifier (can't check because I don't have access to my home computer right now).


Title: Re: perfect auto-rig guide
Post by: Iwvi on November 06, 2013, 07:30:42 PM
The way you word your sentences is veeeeeryyy complicated. Just put your model over the rigged one, use skin wrap, then delete what you don't need. Done. I can't really tell if what you said is right or not, since I got confused halfway trough your last explanation, sorry :P


Title: Re: perfect auto-rig guide
Post by: spongeman131 on November 06, 2013, 10:23:44 PM
The way you word your sentences is veeeeeryyy complicated. Just put your model over the rigged one, use skin wrap, then delete what you don't need. Done. I can't really tell if what you said is right or not, since I got confused halfway trough your last explanation, sorry :P

Sorry it's the part about putting "your model over the rigged one". In order to do that you need both of them in the same scene at the same spot right? In order to have both in the same scene you need to import one into the other. That's what I was trying to ask. :P The step-by-step was to show my understanding.

In my case I've edited the body object. So would that mean I need to select all the objects from the original Brawl model for applying the skin wrap? Or would I just need to select the body object from the original Brawl model?


Title: Re: perfect auto-rig guide
Post by: BlueBrain on November 07, 2013, 04:45:28 AM
you have 2 models.
1-has a rig (the original brawl model you are importing over)
2-has no rig (the model you want in the game)

model 1 and 2 need to be perfectly alligned with each other.


Title: Re: perfect auto-rig guide
Post by: spongeman131 on November 07, 2013, 11:23:22 AM
model 1 and 2 need to be perfectly alligned with each other.

If I have only edited the width/thickness of certain parts though of model 1 to give me model 2 they should be aligned though even when I import them into the same scene.

Also with the skin wrap. I'm not actually doing anything to model 2? I'm taking the unrigged object from model 2 (in this case the body), using the Skin Wrap on it, and them adding it to model 1 and deleting the original body object from model 1?


Title: Re: perfect auto-rig guide
Post by: BlueBrain on November 07, 2013, 01:13:08 PM
you get both model 1 and 2 in your scene.
add skin wrap modifier to model 2.
in this modifier, you add all relevant pieces of model 1.
check all you need to check and save as skin (forgot the names of the buttons, but you should know them).
NOW you can delete model 1


Title: Re: perfect auto-rig guide
Post by: spongeman131 on November 07, 2013, 10:06:51 PM
you get both model 1 and 2 in your scene.
add skin wrap modifier to model 2.
in this modifier, you add all relevant pieces of model 1.
check all you need to check and save as skin (forgot the names of the buttons, but you should know them).
NOW you can delete model 1

When you say add Skin Wrap to model 2 (our edited model) you mean add the Skin Wrap to the object that we want to rig right? Otherwise we get that "Instancing not supported by this action" error.

Now when you say "all relevant pieces of model 1" would that just be the body in my case where I have only edited the body object? Or would it still be all the "important" objects of the model that were not deleted in model 1 when we follow your guide in the OP.


Title: Re: perfect auto-rig guide
Post by: Iwvi on November 08, 2013, 01:05:59 PM
Sponge man, you are using a brawl model as a base? If so, it is most likely already rigged. So only add skin wrap to not rigged models.


Title: Re: perfect auto-rig guide
Post by: spongeman131 on November 08, 2013, 11:06:34 PM
Sponge man, you are using a brawl model as a base? If so, it is most likely already rigged. So only add skin wrap to not rigged models.


I used a brawl model as a base and made some modifications to the body of the model. Now I get model deformations on some of the areas where I made the modifications. I made a help thread here (http://forums.kc-mm.com/index.php?topic=64065.msg1193951#msg1193951) where I've included pictures of my problem.
I was directed here from my help thread with the reason being that my problem seemed to be that the model I was working on needed to be re-rigged to fix the deformations.


Title: Re: perfect auto-rig guide
Post by: iwantgames on November 26, 2013, 09:13:48 AM
does this work for or has any tried this over snake. doing deapool from deadpool game over snake. I keep doing it and he freezes everytime on stage selection screen. I done it before on other characters so I know how to do it and that it works, but it's just not working for him.

there is also nothing wrong with the model, I rigged him manually and he worked fine. I want to do auto because my rig got corrupted and I don't want to do all that over again right now. just wanted a fast and good solution and I know auto rigging is a good one.

help me plz


Title: Re: perfect auto-rig guide
Post by: BlueBrain on November 26, 2013, 10:13:59 AM
filesize is more of an issue when auto-rigging.
my liquid snake hack is made with this method.


Title: Re: perfect auto-rig guide
Post by: iwantgames on November 26, 2013, 11:21:07 AM
I didn't think that was the problem since I was still under filesize for normal conditions. looking at the manual and auto rig there is a 200kb difference in the pcs file.

k, thanks.


Title: Re: perfect auto-rig guide
Post by: BlueBrain on November 27, 2013, 07:15:54 AM
that's what im saying, for some reason the filesize restriction is lower when using this method.


Title: Re: perfect auto-rig guide
Post by: iwantgames on November 27, 2013, 09:08:38 AM
sorry, was in a rush and was trying to say I agree in my last post. the second sentence was the agreeing one, thanks for helping and the guide.


Title: Re: perfect auto-rig guide
Post by: Ginokami428 on March 24, 2014, 06:24:49 PM
Ok, here is my issue:

I had both models in one scene (one is a PMD file so I have to use the PMD import script and I only import the model), had to try to T-pose the PMD. Then I had highlighted the whole (.PMD) model. I gave it an edit mesh then the skin wrap. Pressed "Add" then "H" and selected the objects and "weight all points" then "convert to skin". However, if I deleted the skin wrap modifier afterwards, it deleted the whole thing! So let me get this straight...

- What I seem to have the basic idea is is that I need the skeleton of the Brawl model, then have it alined with the model I want to rig. I then add a skin wrap modifier to an object I want to rig (lets say an arm) and then I add the polygons in the add menu and hit "weight to all points" and convert that to skin. Then move to the next object. Is this correct? Also, like I mentioned I am trying to import a .PMD file from MikuMikuDance. I just import the model itself without its rig and stuff. I know for a fact that I will most likely have to re-map the textures too (anyone have some sort of "easy" tutorial on that?). But I did all the stuff from the first post (I highlighted my brawl model which had a "skin" or something  that just happened to be my  PMD model, so I deleted the polygons of the original Brawl model) and ended up missing several pieces of the PMD (including the head and there were so rigged vertices too) when I imported to BrawlBox. Can someone please "n00b" this down for me so I may hopefully understand this better?


Title: Re: perfect auto-rig guide
Post by: Iwvi on March 24, 2014, 09:28:45 PM
-Get bot models aligned
-Apply skin wrap to the object you want to rig
-Add the objects you want it to follow
-Check weight all points and click convert to skin
-Repeat for every object
-now delete brawl original model's object, keep bones
-Export
...
-Profit?


Title: Re: perfect auto-rig guide
Post by: Ginokami428 on March 26, 2014, 11:13:36 AM
-Get bot models aligned
-Apply skin wrap to the object you want to rig
-Add the objects you want it to follow
-Check weight all points and click convert to skin
-Repeat for every object
-now delete brawl original model's object, keep bones
-Export
...
-Profit?

- See, what I am meaning by "help" is some visuals. I guess I need to better explain what exactly I am trying to import...

- I am trying to import a .pmd model from MikuMikudance of Mew Zakuro over Zero Suit Samus. I opened the Zero Suit model. I used the .pmd import script to import the Zakuro.pmd file (only its model, no bones, no physics, JUST the model). It imports as a single object. ( Do/should I use the detach script?) I have both in one scene, have both aligned. ( Am I to select the [Zakuro] model then give it the edit mesh? Then select what I want to rig [say the arm]?) I selected the [Zakuro] model then added the edit mesh and the skin wrap. I then pressed "H" and added the polygons. Then added them to the skin (it gives me an error that "object 23 has no instance to skin or something", it seems to be the bangs of Zero Suit, do I delete them as well as the "extra" faces? And how do I easily find all the "extra" faces so I may only have the defult?) then deleted the Zero Suit polys. When I tried to export the model to BrawlBox, the Zakuro model was missing quite a bit ( her head, ears, and hair, tail, garter on her leg, and I do believe wrist bands). It also had some not rigged polygons.

- Each time I see "select the object you want to rig" I think you're all meaning "select the 'part' you want to rig ( I.E an arm), or do you mean the whole model? Cause like I said, the .pmd (without the detach script) comes up as one whole object/polygon. So can someone please better explain what it is I am doing wrong and help explain what I NEED to do in detail ( like I said, preferably with visuals)?


Title: Re: perfect auto-rig guide
Post by: Iwvi on March 27, 2014, 07:14:48 AM
When we say object we mean whole object. Not a single element using edit mesh. You should detach it by textures by the way or brawlbox will give you trouble  with materials. I believe the PMD script just imports everything as a single object.


Title: Re: perfect auto-rig guide
Post by: Ginokami428 on March 27, 2014, 01:14:14 PM
When we say object we mean whole object. Not a single element using edit mesh. You should detach it by textures by the way or brawlbox will give you trouble  with materials. I believe the PMD script just imports everything as a single object.
- Okay, here is again what I am doing. I have both models in the scene, both are T-posed,  I have them both aligned. So I am to highlight ONLY the Zakuro model (the model I am trying to rig), and apply the skin wrap. Then press "H" and select all the "objects". I then add them to the skin and like I said, get some error about "object 23 has no instance to skin" or something. It seems to be Zero Suits bangs. Do I delete these sort of problematic "objects"?


Title: Re: perfect auto-rig guide
Post by: BlueBrain on March 27, 2014, 01:46:49 PM
ok, some brawl models come with "unrigged" objects, because they are single binded, either delete this object OR add a skin to the problematic and rig it 100% to it's corresponding bone.


Title: Re: perfect auto-rig guide
Post by: Large Leader on March 27, 2014, 06:34:22 PM
ok, some brawl models come with "unrigged" objects, because they are single binded, either delete this object OR add a skin to the problematic and rig it 100% to it's corresponding bone.

This.

Things like Ike and Marth's sword fall under this.


Title: Re: perfect auto-rig guide
Post by: Ginokami428 on March 28, 2014, 11:12:10 AM
This.

Things like Ike and Marth's sword fall under this.

- Good to know, since my next rig was going to be over Marth.

- I finally figured it out! Took me a hwhile, but it's starting to look pretty good. Two/three more question remains though. 1) If I delete the eyes off of the Brawl model, how do I rig the eyes of the model I am rigging? 2) How do I easily find the "extra" faces so I only have the normal face? And 3) I know this really has nothing to do with THIS tutorial but how would I re-map the textures of this .PMD?


Title: Re: perfect auto-rig guide
Post by: BlueBrain on March 28, 2014, 12:59:32 PM
1- eyes are single binded to the Head bone
2- there is no easy way because of how stupidly named brawl objects are, just select a face, move it and undo the move, if it was the wrong one hide selected.
3- that has indeed nothing to do with this tutorial :P


Title: Re: perfect auto-rig guide
Post by: Ginokami428 on March 28, 2014, 01:46:23 PM
1- eyes are single binded to the Head bone
2- there is no easy way because of how stupidly named brawl objects are, just select a face, move it and undo the move, if it was the wrong one hide selected.
3- that has indeed nothing to do with this tutorial :P

1) I figured as much. Just double checking.
2) I would take it that the default face is the one with the eyes open?
3) Yeah, I know, I gotta check the correct tutorial page.


Title: Re: perfect auto-rig guide
Post by: Iwvi on March 29, 2014, 01:10:56 PM
2.- Doesn't really matter since heads are usually all rigged about the same. But the default one should have eyes open and mouth closed in most models.
3.- I don't think there is one on the forums, I may be wrong, but look for UV mapping tutorials. And why would you need to remap them? I've imported PMDs and the only thing I had to do was separate objects according to textures. And yeah this has not much to do with the tutorial.


Title: Re: perfect auto-rig guide
Post by: Ginokami428 on April 02, 2014, 12:02:09 PM
2.- Doesn't really matter since heads are usually all rigged about the same. But the default one should have eyes open and mouth closed in most models.
3.- I don't think there is one on the forums, I may be wrong, but look for UV mapping tutorials. And why would you need to remap them? I've imported PMDs and the only thing I had to do was separate objects according to textures. And yeah this has not much to do with the tutorial.

-  I finally got it! ;D Luckily I didn't have to re-map the textures (although, her little "eye corner/eyelashes" thing is not colored in BrawlBox [it doesn't have a texture to begin with, but is black in 3DS]). The model is "finished" but when importing to BrawlBox I get the "Index is out of range" error; I take it it could be the fingers in the hands? See, this is where my issue is. I have had major issues with the manual way rigging and weighting the bones to the model. I tried the tutorial that toonlink444 had; and here is where my problem began. I would rig a part (say the foot) but as I tried rigging more parts, it seemed to me that my other "rigged" parts would become unrigged!


Title: Re: perfect auto-rig guide
Post by: Large Leader on April 02, 2014, 02:02:14 PM
Posting a fun fact:

You can delete bones that you won't be using (for example, if you are rigging someone over Ike and you don't need the rig a cape) and it will still autorig (it actually works better if your character falls under this category.

Post Merge: April 02, 2014, 08:32:37 PM
NOTE: This will 100% for sure mess up Bone ID's in PSA. So... WATCH OUT!


Title: Re: perfect auto-rig guide
Post by: Iwvi on April 03, 2014, 07:30:17 PM
Fun fact: Never delete bones even If you won't be rigging anything to them. It screws things up like 100% of the time.

Not only do they mess the indexes, but having lower amount of bones than original character can freeze the game, if I remember correctly.


Title: Re: perfect auto-rig guide
Post by: Large Leader on April 03, 2014, 08:03:25 PM
Fun fact: Never delete bones even If you won't be rigging anything to them. It screws things up like 100% of the time.

Not only do they mess the indexes, but having lower amount of bones than original character can freeze the game, if I remember correctly.

I thought it was the opposite, I have been wrong before though. Personally, I was going to add dummy bones so the model would match up with the original bonesets count.

If worse comes to worse, at least I have a backup!


Title: Re: perfect auto-rig guide
Post by: BlueBrain on April 04, 2014, 07:55:35 AM
just delete ike's cape model, and you're done


Title: Re: perfect auto-rig guide
Post by: Large Leader on April 04, 2014, 08:05:15 AM
just delete ike's cape model, and you're done

I don't include Ike's cape model in the Skin wrap and infleunces to the cape bones still show up.


Title: Re: perfect auto-rig guide
Post by: BlueBrain on April 04, 2014, 08:09:59 AM
ike's cape has 2 models, an inside and an outside, maybe you included one without noticing...


Title: Re: perfect auto-rig guide
Post by: Large Leader on April 04, 2014, 10:40:50 AM
ike's cape has 2 models, an inside and an outside, maybe you included one without noticing...

The only models that I include in my rig are the arms, bust, legs, hands, and face.

Its impossible for me to select the cape, unless its attached to one of those models.


Title: Re: perfect auto-rig guide
Post by: Iwvi on April 04, 2014, 12:34:47 PM
It should also be impossible for weights to just appear if you are not rigging any object that has them. So either Ike's model has a few weights to the cape or you did something that made them show up. Or the skinwrap modifier is doing stuff it shouldn't.


Title: Re: perfect auto-rig guide
Post by: Large Leader on April 04, 2014, 12:56:13 PM
That's why it bothers me. It shouldn't have any influences whatsoever.

The only reason it MIGHT get influenced is because of Ike's scarf/cape thingy that he has on his neck. But other than that, I don't see how it could happen.


Title: Re: perfect auto-rig guide
Post by: Ginokami428 on April 10, 2014, 05:02:00 PM
I managed to rig my model but I think there seems to be a problem. I seem to be having trouble with the whole "index is out of range" error when importing to BrawlBox. The problem seems to not be the fingers nor the legs, so I personally think its either the TopN or Throw. Any suggestions on fixing this?


Title: Re: perfect auto-rig guide
Post by: DangerInTheHood on June 07, 2015, 02:18:42 AM
Can this method be done if the model that I'm trying to import has an additional object on it that the original character did not? For example, I'm trying to port Lana over Zelda, but Lana has that huge cloak on her left side, what would I do with the cloak? Could I just keep it is and not worry about it and only worry about arms, legs, etc. fitting?


Title: Re: perfect auto-rig guide
Post by: BlueBrain on June 07, 2015, 03:32:10 AM
you should probably not apply the auto-rig to the cloak, and rig it manually


Title: Re: perfect auto-rig guide
Post by: Kyouma on June 07, 2015, 09:57:13 AM
this tutorial works 200% better if you set the deformation engine to face deformation
(http://i.imgur.com/Y7obaUE.png)


Title: Re: perfect auto-rig guide
Post by: BlueBrain on June 07, 2015, 10:14:54 AM
this tutorial works 200% better if you set the deformation engine to face deformation
([url]http://i.imgur.com/Y7obaUE.png[/url])

that's a great pro-tip


Title: Re: perfect auto-rig guide
Post by: E-scope12 on March 26, 2016, 07:02:53 PM
Is there a 3DS Max Script that can Auto rig models perfectly too?


Title: Re: perfect auto-rig guide
Post by: sonic xtreme99 on November 02, 2018, 04:46:20 PM
why not in blender?