Rigging Tricks (Attaching, Detaching, Importing) keeping rig.

Started by Iwvi, December 14, 2012, 08:38:40 AM

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Hi everyone,This tutorial will show a few rigging tricks that some may or may not know.
Tricks:
a)Readjusting Skin
b)How to detach without losing rig
c)How to attach without losing rig(I'll put this up later, since you'll most likely won't need this)
d)How to move objects from one boneset to another (later, my method may not be the best,i´ll look it up)
e)How to import an already rigged character, keeping the original rig. (later, this needs much more explanation)

a)Readjusting Skin:
Sorry but you are not allowed to view spoiler contents.


b) how to detach without losing the rigg:
Sorry but you are not allowed to view spoiler contents.

For now that'll be it. I'll add the other tricks here whenever I  have time. Good luck importing, any doubts I'll try to answer. Yoda speak FTW

Really nice tut, but keeping an already rigged model doesn't need much explanation.
The attaching will be helpful like when I have many objects using the same textures, hope you can make it soon.
3DS: 3780-9595-2194 Tumblr: http://oktavia-von-sekendorff.tumblr.com


I'll make those after the 48 panic hack tourney ends. I'd need time for that :P. And it is true, it should not need too much explanation but since there are many issues that may arise depending on the model I'll try to cover some of them.

I can't wait to see the tutorial on keeping a characters rig that has already been rigged.

I feel like it's something simple, like renaming the bones to that of the character you are rigging too, but I haven't the slightest how it would work if that were not how you do it.

nothing to do with the tutorial, but is that wolf link part of any project?
or just a example model...?

The attaching will be nice o0o. That may be the only thing here i can't do o-o
STREAMING MODELING STUFF
Pervys world of art
Pervys world of words
QuoteIf only hacking Brawl paid bills.
[move][/move]

Yes the wolf was a request by kienemaru, which I should have finished already, in fact about a week ago. I'll be off to finishing it, then maybe I'll make the attaching tutorial. The last one is actually really simple, I'm still thinking of a model to use as example. Is there any skyward link (the casual clothed one, not the green one) over link? It'd be a good example. I could even make a video, but I hate my recorded voice, so It'll probably be for reference only, I don't know :P

I feel like there was only an import of skyward sword Link's casual clothes on Pit, none on Link that I can recall...

I want to see C.
Quotes:
Sorry but you are not allowed to view spoiler contents.

I know a way to import Brawl characters and keeping their rigs, you have to START UP a new 3ds Max scene, aka double clicking on the Shortcut, Desktop Icon, Taskbar Icon, a 3ds Max Scene, ect.
Sorry but you are not allowed to view spoiler contents.

Then click import dae, and the rig should be fine.
You can have multiple 3ds Max scenes open, but you just have to start up a new one to import Brawl characters, UNLESS you have been using the one open for ONLY one scene. You can also import mutliple Brawl daes into one scene with non-glitched rigging. You can't click on Recent Documents either. Let me know if I worded this wrong and I'm confusing everyone on what I'm saying. :srs:
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.

Hitting the reset button on that same scroll down menu does the same thing. so ya don't necessarily have to open a new max window
STREAMING MODELING STUFF
Pervys world of art
Pervys world of words
QuoteIf only hacking Brawl paid bills.
[move][/move]

What I mean by the last thing is importing lets say a character from another game, into a brawl character but without having to rig it again (if it is already rigged of course). I have been kind of away from hacking lately, but I'll get the tutorials after new year celebration most likely.

Is there a way to attach objects, and keep the rig?

I'm working on a model using Ivysaur's original rig. The head and legs aren't attached to the body. I want to combine them and make them the same object without losing the rig

Yes there is, I have no time to actually do the picture tutorial now. But you are a smart guy, so here is the basics in text: 
The process goes as follows:

1.- Select the objects you want to Attach.
2.- Clone the objects.
3.- Isolate selection (just so you are left only with the objects you need)
4.-Use the edit mesh "Attach" to attach all the objects (I'll call this object "whole")
5.-Exit isolation
6.-Add a Skin Wrap modifier to the "whole" object
7.- Select [Add] on the skin wrap parameters, clic all the objects that make the "whole" object. They still should be there since you cloned  them before attaching.
8.- Check the box that says Weight all points. Then clic, convert to skin.
9.- Test it (Should work exactly as before)
10.- If it worked, delete the skin wrap below the skin modifier and all the clones, leaving only the "whole" object.

Quote from: Iwvi on February 18, 2013, 09:23:32 AM
Yes there is, I have no time to actually do the picture tutorial now. But you are a smart guy, so here is the basics in text: 
The process goes as follows:

1.- Select the objects you want to Attach.
2.- Clone the objects.
3.- Isolate selection (just so you are left only with the objects you need)
4.-Use the edit mesh "Attach" to attach all the objects (I'll call this object "whole")
5.-Exit isolation
6.-Add a Skin Wrap modifier to the "whole" object
7.- Select [Add] on the skin wrap parameters, clic all the objects that make the "whole" object. They still should be there since you cloned  them before attaching.
8.- Check the box that says Weight all points. Then clic, convert to skin.
9.- Test it (Should work exactly as before)
10.- If it worked, delete the skin wrap below the skin modifier and all the clones, leaving only the "whole" object.

interesting workaround sir, you impressed me.