Rigging and Model Importing Tips: Updated June 7th

Started by nanobuds, April 23, 2012, 10:31:53 PM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Yes, this is correct.

When I said add bones, i meant to the skin mod. you got that, right?



still needs a little editing, but I think I have finally conquered the elbow. yes.


Quote from: Boygos on June 11, 2012, 04:23:26 PM


still needs a little editing, but I think I have finally conquered the elbow. yes.
The point of bending still needs a little smoothing.... but close :P

Quote from: Boygos on June 11, 2012, 04:23:26 PM


still needs a little editing, but I think I have finally conquered the elbow. yes.

Looks good to me. I can hardly imagine anyone noticing the difference in-game. :P

In-game, its not noticeable. But it aint perfect :P

June 14, 2012, 10:33:32 PM #35 Last Edit: June 14, 2012, 10:43:33 PM by the_randomizer
While I'm certainly getting quite an understanding to how one actually rigs a model, I had a  question regarding vertex editing.  Obviously, due to the hierarchy of both mesh and skin mods, it creates a conflict with the skin modifier (animations/bent joints are hidden) in 3DS Studio Max.  What I want to know is, when it comes to exporting, how are you supposed to export the changes you made to the vertex, much less have those changes show up in Brawl Box?

Edit 4:43PM - Never mind...talk about PEBKAC.  Seems that I disable both mods, start with turning on the mesh mod (on the bottom of the hierarchy), then I turn on the skin mesh and it exports just fine.  Boy is my face red.

Lol, dont worry about it bro. We all had to start somewhere ;)

So, while I feel that I have gained a fair understanding of rigging by this point in time, there's something not quite right here.  So I rigged each section of the model as per instructions and I get to the point where Brawl Box imports without a hitch (always a good sign).  Right now I'm working on importing Krystal over Peach, but there's a problem; the arms are jagged despite rigging them from ShoulderN -> ShoulderJ -> ArmN -> HandN, in that order.  the BustN distortion I know how to fix, butt the arms and the feet? 

That I know will take a century for me to figure out, but I was checking out the model wireframe and noticed that around the area where LShoulderJ or RShoulderJ are located, there's a surprising lack of vertices around that area.

What's the verdict, should I give up on this particular model and try to find one somewhere else?  I must point out that the latter isn't a choice since The Models Resource has nothing pertaining to Krystal from Star Fox Adventures.

Link to file I'm working on (3DS Studio Max 2011)  http://www.mediafire.com/?5c1idp1k312m7im

Rig to the ArmJ, not ArmN

Lack of verts do cause issues

CRAP!  I meant to say "ArmJ" not "ArmN".  Sorry about that.  Have you had a chance to look at the model to see why it's so jacked up?

I'll try later today (im on my phone right now)


It sounds like dumb question, but how do you vertex edit the model after you finish rigging? Do I add another edit mesh modifier? After rigging, I noticed a hole that can be easily fixed by moving the vertex.

By the way, thanks for the tips. I can never get those elbows to look right. However, the blending option sort of fails when there are two vertices in one spot that "zipper" the model. If I don't rig them to equal weights, a hole appears after bending the joint.

I hope you can provide us more detailed information soon!


Right click the Skin modifier and check Retain Sub Attributes (I don't remember the exact name). Then right click it again, select cut, move as many vertices as you want, and right click Paste Instanced.

burning questions? contact me at bjelkiers.tumblr.com

Yesiree looks like I'm going to have to start from scratch.  Lovely.