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Author Topic: Rigging a Model in 3ds Max from Start to Finish  (Read 21546 times)
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Justin712
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    « Reply #15 on: October 25, 2011, 11:31:09 PM »



    Tomorrow I'll figure out what did you mean by applying the Skin Modifier separately, 'cause I had 6 Objects selected at once and did it, and it seems to have applied. .-.;

    Oh, that'll work too. Just make sure after you do that, you right click the italicized Skin modifier and hit "make unique"

    My model is from MMD, so it has bones set up and everything. Am I supposed to delete them first and then go on with your tutorial?

    Well there is one thing you could try first since your model is already rigged. (The character is rigged right? They actually move with the bones? If not then just delete them and get the brawl bones.) You could rename the bones that the character already has to the same names as your target brawl character and make dummy bones in 3ds max for all the ones that are missing (such as TopN) and use the Animation Porter from there.

    If you don't like the results or you run into some sort of problem then you can just delete those ones and rig the character to the brawl fighter's bones directly, which will usually lead to cleaner results if done correctly.
    « Last Edit: October 25, 2011, 11:34:08 PM by Justin712 » Logged

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    Tempo_
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    « Reply #16 on: October 25, 2011, 11:35:54 PM »


    lolwoot. Hope your idea works.

    But one more question. What if the model I'm using already has more bones than the Brawl skeleton? What should I do with the extra bones?
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    Justin712
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    « Reply #17 on: October 25, 2011, 11:56:34 PM »


    Oh you can leave them in there. Brawl will ignore them when animating, and they'll just move with the parent bone.

    So if your character had a ponytail (and you weren't importing over zerosuit samus) then the ponytail would move rigidly with the head bone. If you wanted it to move realistically, all you would need to do was animate the ponytail in all the animations. The arms, legs, etc. would already be done for you.

    Basically I'm saying having more bones means that the extras could be animated manually for a cooler effect, but you can just leave them as they are if you wanted to.
    « Last Edit: October 25, 2011, 11:59:55 PM by Justin712 » Logged

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    Tempo_
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    « Reply #18 on: October 26, 2011, 12:02:02 AM »


    Whoo, you helped me a lot. Thanks a bunch.

    EDIT: y u no have "Tutorial Writer" award. Im srs here
    « Last Edit: October 26, 2011, 12:03:22 AM by Tempo_ » Logged

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    TokoyamiTheDark
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    « Reply #19 on: October 26, 2011, 06:48:51 AM »


    Hm. BlackJax's animation porter? I wasn't aware such software existed. How does it work?
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    Justin712
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    « Reply #20 on: October 26, 2011, 07:50:48 AM »


    You're welcome!  Smiley

    y u no have "Tutorial Writer" award.

    Because I'm not working HARD enough Im srs here

    Doesn't bother me. Laugh

    Hm. BlackJax's animation porter? I wasn't aware such software existed. How does it work?

    I'll get back to you on that one. It's really easy, but I actually kinda forgot, and I have school today.
    « Last Edit: October 26, 2011, 08:03:15 AM by Justin712 » Logged

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    « Reply #21 on: October 26, 2011, 08:30:19 AM »


    I can't select the vertex's and make them weight to the bone D:

    I can only draw it lol
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    « Reply #22 on: October 26, 2011, 10:04:15 AM »


    Hm...Finished this tutorial with a T-posed model with Brawl Bones, but when I get to test it with a FitMotionEtc.PAC, the model is all messed up, even though I've followed this tutorial step by step. I wonder why...
    « Last Edit: October 26, 2011, 10:26:45 AM by TokoyamiTheDark » Logged

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    « Reply #23 on: October 26, 2011, 10:53:38 AM »


    Just wondering, If you are rigging a model to brawl bones.   If you rotate the bones in 3DS, will they be rotated in brawl box when you export them?
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    Justin712
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    « Reply #24 on: October 26, 2011, 02:50:37 PM »


    I can't select the vertex's and make them weight to the bone D:

    I can only draw it lol

    Sorry, I don't understand the problem. You can only paint the weights is what you're saying?

    Just wondering, If you are rigging a model to brawl bones.   If you rotate the bones in 3DS, will they be rotated in brawl box when you export them?

    Yes, although you've probably already figured that out since I answered so late Laugh

    Edit: Oh, how about that. Thanks for the award!
    « Last Edit: October 26, 2011, 09:41:48 PM by Justin712 » Logged

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    « Reply #25 on: October 27, 2011, 07:29:42 AM »


    how about the hipN and transN control?
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    « Reply #26 on: October 27, 2011, 09:16:06 AM »


    Ooh, problem, problem.

    I followed your "First Steps" to get my model to follow the skeleton, but it doesn't.
    I've added every bone to every object (didn't follow bones), then did the vertices selecting thing (didn't work either).
    What do?
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    pikazz
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    « Reply #27 on: October 27, 2011, 09:29:03 AM »


    Sorry, I don't understand the problem. You can only paint the weights is what you're saying?
    I couldn't select the vertex like you did O.o
    I believe you "dragged" them inside the "box" and take them at that way, but I couldn't ;_;
    however, the only thing I could select them with is with the "Paint weight tool"
    little hard to control if I miss one vertex but pretty good x3
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    Justin712
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    « Reply #28 on: October 27, 2011, 11:41:23 AM »


    I couldn't select the vertex like you did O.o

    Read the tutorial a bit closer. You need to check the "Select Vertices" box before you can do that.

    Ooh, problem, problem.

    I followed your "First Steps" to get my model to follow the skeleton, but it doesn't.
    I've added every bone to every object (didn't follow bones), then did the vertices selecting thing (didn't work either).
    What do?

    If they're all selected like you say then try hitting the weight tool and setting the weight to 1.0 on one of the bones, then see if it follows that one.
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    « Reply #29 on: October 27, 2011, 12:22:35 PM »


    Read the tutorial a bit closer. You need to check the "Select Vertices" box before you can do that.

    If they're all selected like you say then try hitting the weight tool and setting the weight to 1.0 on one of the bones, then see if it follows that one.

    that's the weird part, It's already in but I still cant select it O_o
    but I might been used a bad model however.

    some more questions that I dont understand.
    1. lets say the model and the root is not at the same place

    this did affect the model when I export it first time but it didn't had any bones.
    will this affect the model even if I add it a bone struckture? if it will affect the model even after I add the bones, how can I change them so it are the same place as XYZ are?

    2. lets say my model mewtwo has over 20 object?
    how should I do about the bonething? should I select every object in one swept and add skin and when bone to it?
    or should I select each object piece by piece and add skin and when bones?
    if I should do it piece by piece, do I need to add every single bone to each of the objects or only the ones that I need? O.o

    a response ASAP should be great :3
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