WIP Workshop

Started by StarWaffle, January 15, 2012, 10:27:50 PM

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you should look at shoulderN bones as transition bones between bustN and shoulderJ

and yes, they are necesary for a rig to look good, its inmediatly noticeable if a model isn't rigged to shoulderN bones, because the shoulders will stretch as hell in any animation that uses shoulderN bones (all animations use them btw)

I was able to start fixing up his head. I had no idea you could select Elements in an object and apply textures on an element-to-element basis! :P

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Tabuu! How...how did you fix the UV mapping? DK's own is pretty messy except for his eyes, tongue, and tie. I used the 3D Ripper method. Only down side is that they are always skewed when using it on Dolphin. Easy fix though.


Quote from: ShadowLuigi~NG~ on January 10, 2015, 01:46:19 AM
Tabuu! How...how did you fix the UV mapping? DK's own is pretty messy except for his eyes, tongue, and tie. I used the 3D Ripper method. Only down side is that they are always skewed when using it on Dolphin. Easy fix though.

Like I said, a Metroid Prime hacker sent me his model exporter, since they use the same file types.

With a lot of patience and time. The textures are mapped funny and I had to separate some objects and they were mixed up like hell.

Quote from: the_randomizer on January 10, 2015, 01:02:01 AM
It does make sense, but the question is, Peach's N bones are so jacked up, why should I rig them and just go to the J bones instead? Are they truly necessary to rig on Peach?  I can never seem to rig shoulders right no matter what I do.
The only times you can get away with not rigging the ShoulderN bones over Peach is if the new character has the big poofy dress shoulders like Peach and Daisy because those shoulders will cover up the arm actually being disconnected for the most part, but since Ruto's arms are connected to her torso the ShoulderN bones are kinda required. I mean you could go ahead and skip the ShoulderN bones and then test that rig in the animations and see what she looks like, but it'd help if the ShoulderN bones were rigged. However, I know that shoulders are not your thing (besides me reading you saying that you've always had trouble with them in that post, I remember you saying the same thing many times before) so I won't blame you if you skip the ShoulderN bones. Some characters have weird ShoulderN bones.
Quote from: ShadowLuigi~NG~ on January 10, 2015, 01:46:19 AM
Tabuu! How...how did you fix the UV mapping? DK's own is pretty messy except for his eyes, tongue, and tie. I used the 3D Ripper method. Only down side is that they are always skewed when using it on Dolphin. Easy fix though.
You have DK? :( How about Diddy?
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.

Quote from: jjookkeekkiidd on January 10, 2015, 01:07:13 AM
you should look at shoulderN bones as transition bones between bustN and shoulderJ

and yes, they are necesary for a rig to look good, its inmediatly noticeable if a model isn't rigged to shoulderN bones, because the shoulders will stretch as hell in any animation that uses shoulderN bones (all animations use them btw)

Then can you explain to me why, whenever it is I rig ShoulderN to a weight of 1, the should looks like [censored] when it bends? I genuinely wonder why I can never rig it right no matter how I rig and blend the vertices. Clearly I'm not doing something right.

Sometimes the rig is better if there aren't any vertices that have a weight of 1 of a bone, I've found myself having the vertices around the ShoulderN bone being a combination of weighted to both BustN & ShoulderN and rigged to ShoulderN & ShoulderJ.
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.

Quote from: the_randomizer on January 10, 2015, 02:28:59 AM
Then can you explain to me why, whenever it is I rig ShoulderN to a weight of 1, the should looks like [censored] when it bends? I genuinely wonder why I can never rig it right no matter how I rig and blend the vertices. Clearly I'm not doing something right.

As a rule of thumb, rigging everything to 1 will look like [censored]. Avoid that whenever possible. As SMF1 said, it'll look way better when blending between 2 bones,

January 10, 2015, 03:26:04 AM #17678 Last Edit: January 10, 2015, 03:27:37 AM by the_randomizer
Quote from: StupidMarioFan1 on January 10, 2015, 03:08:54 AM
Sometimes the rig is better if there aren't any vertices that have a weight of 1 of a bone, I've found myself having the vertices around the ShoulderN bone being a combination of weighted to both BustN & ShoulderN and rigged to ShoulderN & ShoulderJ.

Er, I mean before blending, vertices have a 1 weight by default, then you blend them between other bones' influence, I suck at wording.

Quote from: Tabuu Forte Akugun on January 10, 2015, 03:10:22 AM
As a rule of thumb, rigging everything to 1 will look like [censored]. Avoid that whenever possible. As SMF1 said, it'll look way better when blending between 2 bones,

Yeah, bad wording, I've never successfully rigged N bones, so, here goes nothing. I'll be sure to show what happens whenever I rig to those infamous N bones  ;D

Quote from: the_randomizer on January 10, 2015, 02:28:59 AM
Then can you explain to me why, whenever it is I rig ShoulderN to a weight of 1, the should looks like [censored] when it bends? I genuinely wonder why I can never rig it right no matter how I rig and blend the vertices. Clearly I'm not doing something right.

In my limited rigging experience I have learne that shoulders are a beyetch.

Quote from: Majora-Sama on January 10, 2015, 03:40:41 AM
In my limited rigging experience I have learne that shoulders are a beyetch.

And this picture is proves why :laugh:



This concludes that I suck at rigging ;D

Quote from: the_randomizer on January 10, 2015, 04:07:18 AM
And this picture is proves why :laugh:



This concludes that I suck at rigging ;D
lol im good at shoulders.. need any pics on how shoulders should be rigged?
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Quote from: DSX8 on January 09, 2015, 10:52:29 PMmore lu bu!
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This concludes that I suck at rigging ;D
That they are.
It's a pretty fine art finding the right blend between BustN, ShoulderN, and ShoulderJ and getting it to look natural.




Keepin' it relevant




I usually set the shoulder to be all Shoulder J and change the crest of the shoulder bump to 0.25 of Shoulder N. For most characters I only combine "Bust" when dealing with the rotation of the back shoulder blades. Leaving it as 1.00 Bust looks...odd.


Quote from: DSX8 on January 10, 2015, 04:22:13 AM
lol im good at shoulders.. need any pics on how shoulders should be rigged?

I need to know what I'm doing wrong, like, I haven't the foggiest idea what the hell I'm doing wrong with rigging ShoulderN, ShoulderJ, I might even need a tutorial. Maybe I've just gotten really bad at rigging, I don't know, it's baffling to me for some reason... :/