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Author Topic: perfect auto-rig guide  (Read 42004 times)
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BlueBrain
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    « on: April 24, 2013, 08:05:35 AM »


    i hope this increases the quality of imports' rigs, it's very easy and it gives nearly perfect results.

    what do you need?

    a brain
    a computer
    3ds max
    basic 3ds max knowledge
    a scene with the original character rigged (!)


    what are we gonna do?

    first of all fit your model PERFECTLY to the original model, this means, where one shoulder is, should be the other shoulder as well, they must have the same leg length, arm length, etc...

    once it fits perfectly, let's delete some stuff from your original model.

    you should delete all extra faces, leaving only the "normal face" delete the eyes if you feel like doing it, since we won't need them, all you should have left is a full body without any "useless" stuff, we only care about the rig anyways Tongue

    now comes the fun part, take the model you're gonna import (select all it's pieces) add a edit mesh just to avoid any errors, and then add a modifier called "skin wrap".

    now let's take a look at all the wonderfull stuff this modifier does, basically what it does is it takes a existing rig, and applies it to a unrigged model by comparing the rigged model's weights, and applying the same values to the new model's vertices, this is why it's important to have everything perfectly alligned.

    Now, how do we apply this sorcery?
    Very simple, there is a little window with a "add" and a "remove" button, obviously, click on add, now press the H key to open the select by name window, and add ALL the models, 3ds max may freeze now, dont worry and just let it relax, as soon as it's done you have a fully rigged model; now click on "weight all points" and then "convert to skin" and delete the skin wrap modifier, so yeah, a fully rigged model you haz!
    It does have some flaws though, so now we'll fix them quickly.

    so first, where do these errors appear most commonly?
    easy, at the fingers and the legs.
    to fix them is easier then you may think, just go to the hands, and in the skin modifier select every finger bone and set the unlogically weighted vertices to 0, and do the same with the legs.


    any doubt u may have, comment.
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    SonicBrawler
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    « Reply #1 on: April 24, 2013, 08:10:24 AM »


    i will be sure to try this later.
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    Flygon
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    « Reply #2 on: April 24, 2013, 08:39:10 AM »


    So we need the rigged brawl model and the new unrigged model in the same scene?
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    BlueBrain
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    « Reply #3 on: April 24, 2013, 09:18:04 AM »


    yes
    i assure it works, check out my recently released liquid snake hack and my upcoming 2face, they're both 100% made with this method.
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    « Reply #4 on: April 24, 2013, 09:27:31 AM »


    I'll try whenever I get 3DS again but just for curiosity,which version do you use?
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    BlueBrain
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    « Reply #5 on: April 24, 2013, 09:40:48 AM »


    2010
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    Vaanrose
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    « Reply #6 on: April 24, 2013, 02:19:53 PM »


    This can be done in Maya... without the models having the exact same proportions. They don't even need to be getting put over the same skeleton. Gives pretty decent results, too, though obviously the closer in shape the better the final rig is.
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    BlueBrain
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    « Reply #7 on: April 24, 2013, 02:25:03 PM »


    well yeah
    i'm telling the model to be the same for optimal results, and i said 3ds max cuz it's what i use, and idk if the same method applies to maya, if you want to write a maya version of the tutorial i could include it in the OP


    also, weird characters will need more fixing, i just made a peach rig, and had to fix the shoulderJ bones, but since those are pretty simple, it's still easier than fully rigging by scratch
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    pikazz
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    « Reply #8 on: April 24, 2013, 02:33:22 PM »


    I used a other method to get same weight/skin but this might work better than my method!
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    BlueBrain
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    « Reply #9 on: April 24, 2013, 04:15:25 PM »


    please share
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    pikazz
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    « Reply #10 on: April 25, 2013, 12:22:58 AM »


    please share
    skin, export envelope on each skin from a original model and import envelope on each skin on the new model with "vertex point ID" unchecked! this is roughly what I remember, dont have 3ds max right now to check it Oh shi~
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    Iwvi
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    « Reply #11 on: April 25, 2013, 12:23:40 AM »


    I posted a tutorial on this a while back. Glad someone spreads the word of this modifier, it should be more used round here.
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    BlueBrain
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    « Reply #12 on: April 25, 2013, 01:32:39 AM »


    skin, export envelope on each skin from a original model and import envelope on each skin on the new model with "vertex point ID" unchecked! this is roughly what I remember, dont have 3ds max right now to check it Oh shi~
    interesting
    i may try this out as well
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    pikazz
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    « Reply #13 on: April 25, 2013, 01:35:06 AM »


    interesting
    i may try this out as well
    doesnt work on everyone however, it didn't work on my melee bowser D:
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    BlueBrain
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    « Reply #14 on: April 25, 2013, 05:42:54 AM »


    ok
    i have some important but bad news about the method.
    it freezes brawl even with a filesize EQUAL to the original character's, it still works if you manage to get the filesize lower though, so yeah, you gotta optimize the [censored] out of it, and try not to abuse this method on hipoly models D:
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