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Author Topic: WIP Workshop  (Read 5582489 times)
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the_randomizer
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    « Reply #6180 on: November 07, 2012, 07:33:43 PM »


    Is FFXIII Shiva next after her? xD

    Not sure, I've no means of extracting the model, since I uh, don't own the game. There might be an XNALara model floating out there, but I've yet to see one.  Not sure why you used that cryptic emoticon, though.

    You're not trolling....are you??

    Some advice, old models tend to be symmetrical. You could fix the left side (like the arm you posed) then use Symmetry modifier to have the other half emulate the changes you made to one side.

    Really? Never tried using that modifier before, but that would make it a lot easier.  Grin

    Truth. T-Posing is an absolute pain. It's a good skill to have, but dang. It's hard.

    Symmetry is a little cheat code that lets you get ahead.

    Noted. I'll keep that in mind.  I hope that the picture indicates that I'm in more-or-less the right direction.
    « Last Edit: November 07, 2012, 07:36:14 PM by the_randomizer » Logged

    Chaos_Knight
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    « Reply #6181 on: November 07, 2012, 07:36:35 PM »


     
    You're not trolling....are you??
     
    Maybe I am, maybe I'm not. >.> Besides you did VII and X Shiva and now that you're doing VIII, I assume you would do XIII.
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    the_randomizer
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    « Reply #6182 on: November 07, 2012, 07:41:15 PM »


    Maybe I am, maybe I'm not. >.> Besides you did VII and X Shiva and now that you're doing VIII, I assume you would do XIII.

    Don't worry about it.  If I can, I might be able to get the one from IX (assuming there's a way to explore files in an ISO image), but as for XI, XII, etc. I don't know how to get a hold of said models. Sorry Sad  

    I REALLY need to stop hijacking/derailing this thread.

    As for future ones, maybe Bahamut (FF8, FF10 or FF7?) over Charizard?
    « Last Edit: November 07, 2012, 07:51:36 PM by the_randomizer » Logged

    Don Jon Bravo
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    « Reply #6183 on: November 07, 2012, 08:00:22 PM »


    Really? Never tried using that modifier before, but that would make it a lot easier.  Grin

    Brawl Hacking Tutorial - T-Posing Your Model in 3DS Max



    lol some guy on the comments says to add a 3ds max skeleton to the mesh, rig it and then t-pose it.
    though you can rotate the brawl bones, rig, and then rotate back into place: I think
    « Last Edit: November 07, 2012, 08:05:20 PM by Mr.MW » Logged


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    « Reply #6184 on: November 07, 2012, 08:07:40 PM »


    Brawl Hacking Tutorial - T-Posing Your Model in 3DS Max


    lol some guy on the comments says to add a 3ds max skeleton to the mesh, rig it and then t-pose it.
    though you can rotate the brawl bones, rig, and then rotate back into place: I think


    It warms my heart that you guys actually use my tutorials <3
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    StupidMarioFan1
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    « Reply #6185 on: November 07, 2012, 08:14:02 PM »


    It warms my heart that you guys actually use my tutorials <3
    I watched that tutorial, but I didn't learn anything new from it except you can rotate the bones. xD
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    I make YouTube videos, SM64 hacks, Brawl Hacks (obviously), NSMBW hacks, and GoldenEye 007 Mods. I also have a short attention span and tend to switch around a lot and put things on hold. But when I do finish things, 95% of the time I gave 120% effort, the other 5% of the time I give 100% effort.

    Don Jon Bravo
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    « Reply #6186 on: November 07, 2012, 08:56:02 PM »


    It warms my heart that you guys actually use my tutorials <3
    wait a minute you didnt go over the symmetry modifier in your tutorial I see what you did there ...
    and why do you use the "square" option to select vertices while you can use the "skew" option
    makes things much faster/easier... I see what you did there ...
    « Last Edit: November 07, 2012, 08:59:27 PM by Mr.MW » Logged


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    « Reply #6187 on: November 07, 2012, 08:58:17 PM »


    Brawl Hacking Tutorial - T-Posing Your Model in 3DS Max


    lol some guy on the comments says to add a 3ds max skeleton to the mesh, rig it and then t-pose it.
    though you can rotate the brawl bones, rig, and then rotate back into place: I think


    as long as you rotate the bones BEFORE you start the rig, you dont need to put it back to T-pose, just export as it was before rig, ALWAYS export as it was before rig
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    « Reply #6188 on: November 07, 2012, 09:13:08 PM »


    lol some guy on the comments says to add a 3ds max skeleton to the mesh, rig it and then t-pose it.

    This. It's actually incredibly useful to do on models that need t-posing. By rigging it then moving it, it's much easier than trying a vertex-by-vertex reconstruction.

    Pay attention, sometimes you can find some useful gems underneath the rough that is the comments section.

    Also, it's actually kind of refreshing to see discussion of this sort in this thread.

    Makes me happy.
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    the_randomizer
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    « Reply #6189 on: November 07, 2012, 09:18:49 PM »


    This. It's actually incredibly useful to do on models that need t-posing. By rigging it then moving it, it's much easier than trying a vertex-by-vertex reconstruction.

    Pay attention, sometimes you can find some useful gems underneath the rough that is the comments section.

    Also, it's actually kind of refreshing to see discussion of this sort in this thread.

    Makes me happy.

    So I place a skeleton in 3DS Max, open up the model (scale to fit as close as possible) then use that symmetrical modifier? Ah bollocks, I should have done that BEFORE I started to reconstruct it vertex-by-vertex, but I'm glad you guys caught that before I went any further.

    How in the world are you supposed to rig a model when it's not in a t-pose, especially if you can't tell 3DS which bones are rigged to which vertices?

    Summary

    Open up a Brawl skeleton
    Merge the model that needs t-posing
    Begin vertex editing process
    Then rig vertices to bones

    Is this correct, despite the fact I stupidly did one of the arms without having a skeleton in place? I had better not have to start over.
    « Last Edit: November 07, 2012, 09:26:04 PM by the_randomizer » Logged

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    « Reply #6190 on: November 07, 2012, 09:32:06 PM »


    So, actually, using Symmetry is for when you get to the halfway point. As in, your entire left side looks fine, and your right side is screwed to oblivion.

    So it'd be more like:

    Get badly posed model
    create a skeleton/import a skeleton
    edit the skeleton to fit the unposed model.
    Rig. Then move the bones until the unposed model looks t-posed.
    ^This point is where you would use symmetry. T-pose the left side, then symmetrize it.

    OR, alternatively for non symmetrical models, use the bones to fix the other side as well.

    In all honesty, you can do it vertex by vertex too. It's not like having done it the vertex way will break everything. In fact, it allows for fine tuning. These are just methods that improve the process. More tools in your toolbox, see?

    Modeling is just like programming. 50 billion ways to do one thing.
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    the_randomizer
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    « Reply #6191 on: November 07, 2012, 09:42:11 PM »


    So, actually, using Symmetry is for when you get to the halfway point. As in, your entire left side looks fine, and your right side is screwed to oblivion.

    So it'd be more like:

    Get badly posed model
    create a skeleton/import a skeleton
    edit the skeleton to fit the unposed model.
    Rig. Then move the bones until the unposed model looks t-posed.
    ^This point is where you would use symmetry. T-pose the left side, then symmetrize it.

    OR, alternatively for non symmetrical models, use the bones to fix the other side as well.

    In all honesty, you can do it vertex by vertex too. It's not like having done it the vertex way will break everything. In fact, it allows for fine tuning. These are just methods that improve the process. More tools in your toolbox, see?

    Modeling is just like programming. 50 billion ways to do one thing.

    So, I didn't[/i] guess I didn't screw up after all? That's good to know.

    To reiterate, I resize the model over the skeleton, which will allow me to see just what needs to be done, and once I get the left side down (as in, fixing the leg and arm), I mirror/symmetry.

    I still don't get the "rig" part of the process that was just explained to me. Rigging makes more sense AFTER the model is t-posed and not before. How the heck do you rig a model to a skeleton before it's t-posed, especially if you can't distinguish vertices on one section from another?
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    « Reply #6192 on: November 07, 2012, 09:49:17 PM »


    So, I didn&#039;t[/i] guess I didn&#039;t screw up after all? That&#039;s good to know.

    To reiterate, I resize the model over the skeleton, which will allow me to see just what needs to be done, and once I get the left side down (as in, fixing the leg and arm), I mirror/symmetry.

    I still don&#039;t get the "rig" part of the process that was just explained to me. Rigging makes more sense AFTER the model is t-posed and not before. How the heck do you rig a model to a skeleton before it&#039;s t-posed, especially if you can&#039;t distinguish vertices on one section from another?

    Pretty much trial and error. if you see some vertices that are out of place just select them and try rigging them to where you think they should be. after that just rinse and repeat.
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    « Reply #6193 on: November 07, 2012, 10:00:20 PM »


    Pretty much trial and error. if you see some vertices that are out of place just select them and try rigging them to where you think they should be. after that just rinse and repeat.

    Also, you can use the grow and shrink functions in the skin modifier. They're incredibly useful.

    Pretty much, you can select one vertex and hit "grow," and every vertex of one length from the one you selected gets added to your selected total.

    It doesn't matter how far away it is either. If there are no vertices between it and your selected vertex, it is considered "one length" from your selected vertex. And don't think it works on only one vertex. It works on groups best.

    You can use that tool to simply select everything, especially when it intersects with other parts of the model and you can't figure out what's going on. (Ex. separating arms that are crossed into each other.)


    In addition, you can use the animation function in 3DS Max to instantly check your rigs no problem. You can even edit the vertices of the skin in the animated frames and they'll stick that way even in your original frame.
    « Last Edit: November 07, 2012, 10:02:25 PM by Spex130 » Logged


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    « Reply #6194 on: November 07, 2012, 10:01:35 PM »


    I got this pics from the bible of model importing, its called Model Importing for Dummies by Beyond
    YOu gotta read baby read
    Note that he is not using a 3dsmax skeleton, but he is using brawl bones<.<






    http://forums.kc-mm.com/index.php?topic=36053.0
    « Last Edit: November 07, 2012, 10:02:58 PM by Mr.MW » Logged


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