Mod Tool/Rigging
Mod Tool is no longer being actively used by the modding community so this page was never finished. See Blender instead, which contains information and resources for rigging in Blender. |
- Purposes of this page
- easy-to-understand documentation
- making a rigged character
We probably have to understand the different bones, effectors and their properties before we can build a well-rigged character.
Knowledge
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
http://paradox.oni2.net/OniGalore/experimental_auto_rigging.png (dead link)
Schematic |
HERE's (https://www.dropbox.com/s/ie8my677x7iv2a2/auto_rigging.txt?dl=0, dead link) 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.
Atm, you are supposed to move only the effectors. (Zoom into the Schematic to see what's an effector and what's a root or bone.)
Constructive criticism is welcome.
- -paradox-01 (talk) 15:17, 2 May 2014 (CEST)
How to use the script?
- You need a non-animated character (http://paradox.oni2.net/OniGalore/automatic_rigging_test_files.zip, dead link) 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).
How to save progress?'
- There's a bug in collada, so don't save as *.dae file.
- Save your progress as *.xsi, in the export setting choose "Preserve IK Chains [X]".
- When you no longer need IK then you could use the collada formate...