perfect auto-rig guide

Started by BlueBrain, April 24, 2013, 02:05:35 PM

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April 02, 2014, 08:02:14 PM #120 Last Edit: April 03, 2014, 02:32:37 AM by Tidus
Posting a fun fact:

You can delete bones that you won't be using (for example, if you are rigging someone over Ike and you don't need the rig a cape) and it will still autorig (it actually works better if your character falls under this category.

Post Merge: April 03, 2014, 02:32:37 AM

NOTE: This will 100% for sure mess up Bone ID's in PSA. So... WATCH OUT!


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Fun fact: Never delete bones even If you won't be rigging anything to them. It screws things up like 100% of the time.

Not only do they mess the indexes, but having lower amount of bones than original character can freeze the game, if I remember correctly.

Quote from: Iwvi on April 04, 2014, 01:30:17 AM
Fun fact: Never delete bones even If you won't be rigging anything to them. It screws things up like 100% of the time.

Not only do they mess the indexes, but having lower amount of bones than original character can freeze the game, if I remember correctly.

I thought it was the opposite, I have been wrong before though. Personally, I was going to add dummy bones so the model would match up with the original bonesets count.

If worse comes to worse, at least I have a backup!


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just delete ike's cape model, and you're done

Quote from: jjookkeekkiidd on April 04, 2014, 01:55:35 PM
just delete ike's cape model, and you're done

I don't include Ike's cape model in the Skin wrap and infleunces to the cape bones still show up.


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ike's cape has 2 models, an inside and an outside, maybe you included one without noticing...

Quote from: jjookkeekkiidd on April 04, 2014, 02:09:59 PM
ike's cape has 2 models, an inside and an outside, maybe you included one without noticing...

The only models that I include in my rig are the arms, bust, legs, hands, and face.

Its impossible for me to select the cape, unless its attached to one of those models.


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It should also be impossible for weights to just appear if you are not rigging any object that has them. So either Ike's model has a few weights to the cape or you did something that made them show up. Or the skinwrap modifier is doing stuff it shouldn't.

That's why it bothers me. It shouldn't have any influences whatsoever.

The only reason it MIGHT get influenced is because of Ike's scarf/cape thingy that he has on his neck. But other than that, I don't see how it could happen.


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April 10, 2014, 11:02:00 PM #129 Last Edit: April 15, 2014, 06:30:04 PM by Ginokami428
I managed to rig my model but I think there seems to be a problem. I seem to be having trouble with the whole "index is out of range" error when importing to BrawlBox. The problem seems to not be the fingers nor the legs, so I personally think its either the TopN or Throw. Any suggestions on fixing this?

Can this method be done if the model that I'm trying to import has an additional object on it that the original character did not? For example, I'm trying to port Lana over Zelda, but Lana has that huge cloak on her left side, what would I do with the cloak? Could I just keep it is and not worry about it and only worry about arms, legs, etc. fitting?

you should probably not apply the auto-rig to the cloak, and rig it manually

this tutorial works 200% better if you set the deformation engine to face deformation

Quote from: Gamidame_K on June 07, 2015, 03:57:13 PM
this tutorial works 200% better if you set the deformation engine to face deformation

that's a great pro-tip

Is there a 3DS Max Script that can Auto rig models perfectly too?