Mod Tool/Rigging: Difference between revisions
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====Properties==== | ====Properties==== | ||
Display properties by double-clicking the bone/effector in the Schematics. | Display properties by double-clicking the green bone/effector in the Schematics. | ||
=====Chain Bone===== | |||
'''> General''' | '''> General''' | ||
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: Icon | : Icon | ||
=====Kinematic Joint===== | |||
'''> General''' | '''> General''' | ||
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: Z | : Z | ||
=====Kinematic Chain===== | |||
'''> IK Solver Behavior''' | '''> IK Solver Behavior''' | ||
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[https://dl.dropboxusercontent.com/u/139715/OniGalore/auto_rigging.txt HERE's] some vbs code to build a rigged character. | [https://dl.dropboxusercontent.com/u/139715/OniGalore/auto_rigging.txt HERE's] some vbs code to build a rigged character. | ||
My personal knowledge in this subject is very | My personal knowledge in this subject is very limited, that's why the rig doesn't behave yet as it should. | ||
Constructive criticism is welcome. | Constructive criticism is welcome. | ||
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How to use the script? | '''How to use the script?''' | ||
* You need [http://paradox.oni2.net/OniGalore/automatic_rigging_test_files.zip a non-animated character] first. | * You need [http://paradox.oni2.net/OniGalore/automatic_rigging_test_files.zip a non-animated character] first. | ||
** If you have an animated one, right-click the pelvis, then save the model with the settings "Selection Only [X]" and "Animation [ ]" | ** If you have an animated one, right-click the pelvis, then save the model with the settings "Selection Only [X]" and "Animation [ ]" |
Revision as of 13:28, 2 May 2014
- Purposes of this page
- easy-to-understand documentation
- making a rigged character for Neo
I talked with Neo, if someone can make a rigged character, using the 19 body parts Oni needs, create an animation and then export that animation as collada or dae, then he can look at the data and see if it possible. Anyone willing to give it a try? - EdT
We probably have to understand Bones, effectors and their properties before we can build a well-rigged character.
Knownledge
Bones
[...]
Effector
[...]
Properties
Display properties by double-clicking the green bone/effector in the Schematics.
Chain Bone
> General
- Length
>> Bone Axis Offset
- X
- Y
- Z
> Bone
- Icon
- Size
> Shadow Display
- Icon
Kinematic Joint
> General
>> Preferred Rotation Angles
- X
- Y
- Z
>> Joint Behavior
- Joint is Pseudo-Root
- Use Stiffness
- Stiffness
>> Chain or Subchain Behavior
- 3D | 2D | default
> Rotation Limits
- Active
>> Minimum Angles
- X
- Y
- Z
>> Maximum Angles
- X
- Y
- Z
Kinematic Chain
> IK Solver Behavior
- Solver
- Solver Angles
- FK/IK Blend
- FK/IK Ghosting
- Force IK
>> Error Threshold
- Type
- Threshold
> Effector Rotation
- Affected by last Bone
>> Offsets
- X
- Y
- Z
>> Blend Effector Rotation Against Bone
- Link with FK/IK Blending
- Inheritance Blend
Automatic rigging
First experiments
Schematic |
HERE's some vbs code to build a rigged character.
My personal knowledge in this subject is very limited, that's why the rig doesn't behave yet as it should.
Constructive criticism is welcome.
- -paradox-01 (talk) 15:17, 2 May 2014 (CEST)
How to use the script?
- You need a non-animated character first.
- If you have an animated one, right-click the pelvis, then save the model with the settings "Selection Only [X]" and "Animation [ ]"
- Load the non-animated character into Mod Tool.
- Open the Script Editor (Alt + 4).
- Run the code (F5).