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Author Topic: WIP Workshop  (Read 4670667 times)
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nanobuds
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    « Reply #17685 on: January 09, 2015, 11:47:58 PM »


    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... :/
    Make sure you didn't rig to the ShoulderJb by mistake.
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    « Reply #17686 on: January 10, 2015, 12:41:26 AM »


    Make sure you didn't rig to the ShoulderJb by mistake.
    Nah, didn't do that, just doesn't bend right no matter how much vertex blending I do....

    It's a pretty fine art finding the right blend between BustN, ShoulderN, and ShoulderJ and getting it to look natural.
    Maybe I'm doing something horribly wrong? Maybe I'll have someone look at it.
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    « Reply #17687 on: January 10, 2015, 02:31:53 AM »


    but zss is like the character with the lowest polycount of all...

    Eh? I really don't know. I rigged a character once with 17k poly over ZSS, and worked. Gamidame's Miku is 19kpoly.



    Post Merge: January 10, 2015, 02:35:58 AM
    Also, Tabuu, very great

    @The_randomizer: Ruto scares me...anyways looks great. I also have thia.probkem with shouldets, should I rig ShoulderN to the shoulder itself or the part between the neck and the shoulder?
    « Last Edit: January 10, 2015, 02:35:58 AM by Ashley and Red » Logged


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    « Reply #17688 on: January 10, 2015, 03:38:34 AM »


    i tend to not even use blending... i blend it myself. process i follow:
    rig bustN (including arms and everything that will be rigged to a child or grandchild of bustN)
    select the entire arm, and use the grow button to select a portion of the chest that seems ok for the shoulderN's position; then i go like:
    0.1>shrink>0.25>shrink>0.5>shrink>0.75>shrink>0.9>shrink>1.0
    i'll skip 0.1 and 0.9 if the poly count is too low for so many different weights, and if it's really low poly, i just use a 0>0.5>1.0
    also, if it's very high-poly, instead of using the fixed amount buttons, use the "+" button the same amount of times between every click on shrink.

    now, once you have a basic rig layed down, you can start using the blend tool, just dont use it too much, because, believe it or not, it increases filesize later on...
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    « Reply #17689 on: January 10, 2015, 04:10:08 AM »


    i tend to not even use blending... i blend it myself. process i follow:
    rig bustN (including arms and everything that will be rigged to a child or grandchild of bustN)
    select the entire arm, and use the grow button to select a portion of the chest that seems ok for the shoulderN's position; then i go like:
    0.1>shrink>0.25>shrink>0.5>shrink>0.75>shrink>0.9>shrink>1.0
    i'll skip 0.1 and 0.9 if the poly count is too low for so many different weights, and if it's really low poly, i just use a 0>0.5>1.0
    also, if it's very high-poly, instead of using the fixed amount buttons, use the "+" button the same amount of times between every click on shrink.

    now, once you have a basic rig layed down, you can start using the blend tool, just dont use it too much, because, believe it or not, it increases filesize later on...

    Oh, really? It seems easy to rig in this way,instead of from scratch ...Thank you ><

    Post Merge: January 10, 2015, 09:37:09 AM
    Thank jjookkeekkiidd, the rig for the shoulders are now almost perfect OwO
    « Last Edit: January 10, 2015, 09:37:10 AM by Ashley and Red » Logged


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    « Reply #17690 on: January 10, 2015, 10:06:45 AM »


    Eh? I really don't know. I rigged a character once with 17k poly over ZSS, and worked. Gamidame's Miku is 19kpoly.



    Post Merge: January 10, 2015, 02:35:58 AM
    Also, Tabuu, very great

    @The_randomizer: Ruto scares me...anyways looks great. I also have this problem with shoulders, should I rig ShoulderN to the shoulder itself or the part between the neck and the shoulder?

    I'm not really qualified to answer that, I haven't been the best rigging/importer on KC-MM, you might be better off asking someone like Nanobuds, since he's actually good at rigging models, including shoulder bones.

    i tend to not even use blending... i blend it myself. process i follow:
    rig bustN (including arms and everything that will be rigged to a child or grandchild of bustN)
    select the entire arm, and use the grow button to select a portion of the chest that seems ok for the shoulderN's position; then i go like:
    0.1>shrink>0.25>shrink>0.5>shrink>0.75>shrink>0.9>shrink>1.0
    i'll skip 0.1 and 0.9 if the poly count is too low for so many different weights, and if it's really low poly, i just use a 0>0.5>1.0
    also, if it's very high-poly, instead of using the fixed amount buttons, use the "+" button the same amount of times between every click on shrink.

    now, once you have a basic rig layed down, you can start using the blend tool, just dont use it too much, because, believe it or not, it increases filesize later on...

    Damn, see, this is exactly why I feel inadequate when it comes to rigging, I had no idea that blending increased the size. I hope that I can actually apply this method.  I'll try this out, do you think you'll make a tutorial on this?
    « Last Edit: January 10, 2015, 10:11:12 AM by the_randomizer » Logged

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    « Reply #17691 on: January 10, 2015, 10:37:20 AM »


    I'm not really qualified to answer that, I haven't been the best rigging/importer on KC-MM, you might be better off asking someone like Nanobuds, since he's actually good at rigging models, including shoulder bones.

    Damn, see, this is exactly why I feel inadequate when it comes to rigging, I had no idea that blending increased the size. I hope that I can actually apply this method.  I'll try this out, do you think you'll make a tutorial on this?

    It works, I mean, jokekid's echnique, but  used the blend tool just 2 times to avoid problems.
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    « Reply #17692 on: January 10, 2015, 10:41:57 AM »


    It works, I mean, jokekid's echnique, but  used the blend tool just 2 times to avoid problems.

    Fair enough, I'll try it out when I get back, currently lack access to 3DS Max and a mouse, so, it makes for hard rigging Laugh I need to envision how to do this in my head, or maybe screenshot would help? I've been slacking off with rigs lately.
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    « Reply #17693 on: January 10, 2015, 10:57:49 AM »


    At least with Humanoid characters that I've rigged, ShoulderN has mostly been where the clavicle and first, second, and third rib bones (and maybe a bit of the shoulder blade) are located.

    Below is an image of the human skeleton for reference.

    NOTE: I'm not the best rigger, but it's worked for me lol.
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    « Reply #17694 on: January 10, 2015, 11:02:54 AM »


    At least with Humanoid characters that I've rigged, ShoulderN has mostly been where the clavicle and first, second, and third rib bones (and maybe a bit of the shoulder blade) are located.

    Below is an image of the human skeleton for reference.

    NOTE: I'm not the best rigger, but it's worked for me lol.


    The ShoulderN shouldn't affect the upper torso much with the exception of the entirety of the arm and the shoulder, unless the character is like Dante or something and wearing a long coat.
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    « Reply #17695 on: January 10, 2015, 11:08:28 AM »


    *Sigh* All right, I'll look at it when I get home, I hope I don't botch this up too badly.
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    « Reply #17696 on: January 10, 2015, 11:29:02 AM »


    Fair enough, I'll try it out when I get back, currently lack access to 3DS Max and a mouse, so, it makes for hard rigging Laugh I need to envision how to do this in my head, or maybe screenshot would help? I've been slacking off with rigs lately.


    My mouse is broken,so sometimes the damn thing unrig all ><

    Post Merge: January 10, 2015, 11:38:47 AM


    Lana is done, gotta add the shaders, edit the textures and she is ready to go  AWESOME 2.0!
    « Last Edit: January 10, 2015, 11:38:48 AM by Ashley and Red » Logged


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    « Reply #17697 on: January 10, 2015, 12:22:05 PM »


    is that a rig issue i see on her waist or something? .-.
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    « Reply #17698 on: January 10, 2015, 12:27:23 PM »


    My mouse is broken,so sometimes the damn thing unrig all ><

    Post Merge: January 10, 2015, 11:38:47 AM


    Lana is done, gotta add the shaders, edit the textures and she is ready to go  AWESOME 2.0!
    Oh great, man! Looking forward to play as her in Brawl!
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    « Reply #17699 on: January 10, 2015, 12:30:49 PM »


    is that a rig issue i see on her waist or something? .-.
    N, t isn't Tongue Is actually her cape, that I rigged on BustN and LShoulderN
    Oh great, man! Looking forward to play as her in Brawl!

    Thanks :3
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