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Author Topic: Rigging a Model in 3ds Max from Start to Finish  (Read 21547 times)
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Allav866
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    « Reply #60 on: November 04, 2011, 09:28:47 AM »


    I can't get 3DS Max, since it's stupidly expensive. I found a program called GMax, which someone said "is made for making game mods." Can I use that?
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    « Reply #61 on: November 04, 2011, 09:38:50 AM »


    I can't get 3DS Max, since it's stupidly expensive. I found a program called GMax, which someone said "is made for making game mods." Can I use that?
    coughpiratecough
    Or go to the student version of the 3DS Max site.
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    Naruto200Man
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    « Reply #62 on: November 04, 2011, 02:13:51 PM »


    Okay, I am having serious issues editing the envelopes on the skin modifier =-=

    Would Physique work also with this method for brawl importing?
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    « Reply #63 on: November 04, 2011, 02:44:26 PM »


    Okay, I am having serious issues editing the envelopes on the skin modifier =-=

    Would Physique work also with this method for brawl importing?

    Quote from: BlackJax
    Some notes on exporting:
    - Check "Triangulate" and "Export as Single Matrix" on export.
    - Each texture/material has to be assigned to its own object in 3DS Max.
    - Export Y-Up (or else your model will be face down on the floor in Brawlbox)
    - Check Animation - Deformations - Skin.
    - Delete all morphs. If you want to use face morphs for an import, make it into a seperate face object.
    - Don't use Physique to rig your model to a brawl skeleton, use the Skin modifier.
    - You might have to re-assign some polygons to a different material in Brawlbox (I added support for this)
    - http://forums.kc-mm.com/index.php?topic=35239.0 - Model rigging tutorial written by Justin712
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    Naruto200Man
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    « Reply #64 on: November 04, 2011, 05:14:52 PM »


    Well I'm screwed then =-=
    Cause the envelope editing in the skin modifier on my max 10 is [censored]ed up like hell

    I'll make a copy of my file and try it in 11....
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    « Reply #65 on: November 04, 2011, 05:20:39 PM »


    My models are always deforming, even after weighting the mesh and vertices. Also, must I move the bones inside the model or leave them as they are (do not touch the bones)?
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    « Reply #66 on: November 04, 2011, 05:46:22 PM »


    My models are always deforming, even after weighting the mesh and vertices. Also, must I move the bones inside the model or leave them as they are (do not touch the bones)?

    Uh....where are the bones SUPPOSED to be in a real body without hurting it....
    I mean really....
    If the mesh is your body.....

    see where I'm going with this? Why else would they be called BONES.... =-=

    My issue is weighting the Top N bone to have absolute control (red) all over the entire polygon for all polygons.

    Legs and Feet: Mostly all dark red
    Torso: Mostly red with some yellow
    Arms/hands: for some odd reason mostly blue with some yellow =-=
    Kunai(Both left and right): Mostly red but with some yellow
    Eyeglasses(The glass polygon): All red (which is weird)
    Eyeglasses(The Rims Polygon): Haven't tried yet
    Face/neck Polygon: Haven't tried yet
    Eye Polygon(It's all one flat eye like brawl models): Haven't tried yet
    Hair Polygon: Haven't tried yet
    Ponytail Polygon: Haven't tried Yet

    The Top N bone is supposed to move everything right? So in Max All my Vertexes should be completely red when I select that bone for said polygon :l or am I doing it wrong?

    Note, I'm going with the top N first cause well, it's the most basic of all brawl bones, if I can't rig this right I don't stand a chance at rigging it right on any of the other bones.
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    « Reply #67 on: November 04, 2011, 05:48:48 PM »


    You don't have to weight the TopN bone or the TransN bone, apparently.

    Start with the XRotN, then work your way down the list.
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    « Reply #68 on: November 04, 2011, 05:56:34 PM »


    coughpiratecough
    Or go to the student version of the 3DS Max site.
    Well, I don't think I qualify for student version, and I can't find a coughtorrentcough that mcafee doesn't find a virus in, except i might have, but i haven't started dl yet
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    « Reply #69 on: November 04, 2011, 05:59:04 PM »


    All right, this is confusing  Undecided    I have a bone-rigged model, but it still gets deformed even after weighting the vertices. For example, the hands' vertices only contains the Hand and Have bones while each respective finger has only their own finger bones rigged in the vertices, but in the 4 first animations of BrawlBox (hand animations) they still get deformed... I need help, really.
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    « Reply #70 on: November 04, 2011, 06:14:39 PM »


    Well, I don't think I qualify for student version, and I can't find a coughtorrentcough that mcafee doesn't find a virus in, except i might have, but i haven't started dl yet

    Dude, the only qualification is having a valid email address Im srs here

    Also I have a non-virus infested *cough*pirate*cough* torrent of  max 8 on my mediafire

    I guess I'll ignore the top N then AWESOME 2.0!

    But I'll post if I have any more problems =-=
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    « Reply #71 on: November 06, 2011, 12:17:01 PM »


    Don't quite know how to say this but....

    I have a model of Auron.... with bones and all.
    However, he's unarmed.
    I extracted a weapon for him to use already which has it's own bones.... and I don't know how to attach it to one of Auron's bones.
    Auron has Joint 63 already which he uses in FFX as RHaveN.
    How would I go about attaching it?

    Here's the scene for better understanding.
    http://www.mediafire.com/?j1daetldrx2rxap

    Skin modifier is present on the objects by default..... hmm..
    « Last Edit: November 06, 2011, 01:36:15 PM by Eternal Yoshi » Logged


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    « Reply #72 on: November 07, 2011, 03:55:01 AM »


    Quote
    This tutorial is meant to help those who are completely new to rigging models...
    Thaaaaat's me!

    So, um, how exactly do I make it so I can see the imported skeleton? I'm guessing this is a ridiculously novice question but this is my first time working with 3DS Max and basically my first time working with any 3D modeling software (I've only used Google Sketchup in the past to make models) so I really have no idea what I'm doing.  If I draw new bones I can see them just fine but the imported skeleton only shows up when I rotate the camera and then disappears again when I stop.
    I'm poking around the UI trying to figure it out myself, of course, but I'm a bit bamboozled as this kind of thing is so new to me.


    EDIT: the skeleton is magically visible, now--no idea why.
    « Last Edit: November 07, 2011, 05:19:35 AM by toddtj » Logged

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    « Reply #73 on: November 08, 2011, 08:30:44 PM »


    Uhm...what exactly is 'rigging' a model..? Is it required in the process of importing models?
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    « Reply #74 on: November 08, 2011, 10:58:23 PM »


    I think it means that you get the model to follow the bones.
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