Mod Tool/Rigging: Difference between revisions

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(cakewalk eh? ^_^')
 
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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'''
 
=====Chain Bone=====


'''> General'''
'''> General'''
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: Icon
: Icon


----


'''Kinematic Joint'''
=====Kinematic Joint=====


'''> General'''
'''> General'''
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: Z
: Z


----


'''Kinematic Chain'''
=====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 limit, that's why the rig doesn't behave as it should yet.
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
  1. easy-to-understand documentation
  2. 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

experimental_auto_rigging_tn.png

Schematic
before and after running the script

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).