Ridley's Lair: Hats

Started by Gamma Ridley, December 04, 2010, 07:48:05 AM

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Sounds good. What do say we split the models? I work on Rundas, Gandrayda, and Ridley, and you can work on Samus and Dark Samus?

And Ghor, I guess. XD

Sounds good to me... It should be four even... Well now 6 for me because i got those two other models of Dark Samus xD... Someone else is working on the Dark/Light Suit samus...
FC:4898-8419-2778

Alrighty then.

Also, what say you to submitting those models to the Model's Resource? They lack anything MP3 related. /:

Ill let you know about submitting the models to the resource thread...

Preview
[spoiler]
FC:4898-8419-2778

Looks like the model is pretty small for you as well. XD

She looks great. Did you have to toy with the textures as well?


~Stuff~

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So I've definitely decided on using Snake's boneset. Mainly because I want to try something using the bones for his bandana...

We'll see how that turns out. /:

As you can see, I pretty much have every bone in position making the smallest amount of changes possible. Snake and Rundas are obviously very different, so naturally it isn't his vanilla skeleton, but it doesn't really matter anyway.

All that's left is rigging.... which I'm dreading.

._.

Rundas looks easier at rigging then Any samus Or Dark Samus... The Shoulder pads is what's taking the longest... im still on the left side, since this afternoon... well thats in part because i was just learning to rig... but i got the hang of it and i learned some other things to you might run into... if you have any problems let me know I should be abe to help with what i know so far..
FC:4898-8419-2778

Well I have one thing that I simply can't get my head around:

When rigging something, does everything have to be affected by a bone in a certain proportion?

Let me explain:

When I rig the model to the TopN bone, I select all the vertices and I set the weight to 1 that way it controls every vertex point. When I do that, all the vertices follow it fine.

However, when I get to the TransN bone, I try to do the same thing, since it affects all the vertices as well. However, when I set it to 1, the TopN rigging disappears. :|

What am I supposed to do when I get the the arms, which have multiple things going on? D:

Quote from: Gamma Ridley on November 02, 2011, 02:40:38 AM
Well I have one thing that I simply can't get my head around:

When rigging something, does everything have to be affected by a bone in a certain proportion?

Let me explain:

When I rig the model to the TopN bone, I select all the vertices and I set the weight to 1 that way it controls every vertex point. When I do that, all the vertices follow it fine.

However, when I get to the TransN bone, I try to do the same thing, since it affects all the vertices as well. However, when I set it to 1, the TopN rigging disappears. :|

What am I supposed to do when I get the the arms, which have multiple things going on? D:

Hai again. I drop in so often don't I?

Anyway the answer to that would be a resounding NO.

How rigging works, is that you decide what bones control what vertices right? Note that if you rig vertices in the forearm to the elbow, when you rotate the elbow bone, you'll rotate those vertices. But if you rotate the shoulder bone that isn't rigged to anything, it will rotate the elbow bone, which will also rotate the vertices connected to the elbow. The TopN doesn't have to be rigged to any vertices to work, becuase it still controls the entire model without any rigging due to bone hierarchy.

Do it like this:

Start BIG, then get small.

Set the ENTIRE arm to the RshoulderJ or whatever.
Then set the Elbow onward to the RArmJ
Then the hand and fingers to the RHandN
then the entire index finger to the R1stNa
then the index finger joint to the R1stNb
and so on for the rest of the digits.

That method should give you a fully working arm rig.

Also note that bones like EyeYellowN, TransN, HipN, HaveN, etc. don't actually control any vertices, and therefore don't need to be rigged. The TransN will still move the model, and the HipN will still rotate it, even if they aren't rigged to anything.


Hope that helps.


Figured all that out right after I made the above post. :af:


I've already made my way to the Body bone and came out with a decent rig so far.

I knew not to rig anything to the EyeYellow and stuff....

But thanks anyway? XD

Yeah, I'm always either too late or explaining the wrong thing...

But yeah! Glad you figured it out!


Quote from: Spex130 on November 02, 2011, 03:26:37 AM
But yeah! Glad you figured it out!

As am I. =D

Alrighty, as I said, I'm working on rigging Rundas. However, I have a physics exam in like an hour so I think I'll spend the time writing up a solid moveset.

I should have it posted in a little bit. I'll try to get a few video examples as well.


~Moveset Posted~

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I would really appreciate feedback on the moveset, I'd like him to be balanced as possible.

Especially the percentages. I have a tough time getting those right. /:

So yeah. Thoughts?

~RUNDUS IZ REDDY 2 BARWL~

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Oh man, I got you.

=O looks good... Im still rigging DarkS because i wasnt able to all day untill like an hour ago... i got the hard stuff out of the way tho... just need the legs feet and hand...
FC:4898-8419-2778

Quote from: Nuke on November 03, 2011, 03:51:52 AM
=O looks good... Im still rigging DarkS because i wasnt able to all day untill like an hour ago... i got the hard stuff out of the way tho... just need the legs feet and hand...

Thanks! It is somewhat easy once you get the hang of it.

I noticed a stray bunch of vertices that I missed though. /:

I guess I can skip chem to fix it. :af: