Mod Tool/Rigging: Difference between revisions

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(cakewalk eh? ^_^')
 
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__TOC__
{{fmbox
  | text = 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:
;Purposes of this page:
# easy-to-understand documentation
# easy-to-understand documentation
# making a rigged character for Neo
# making a rigged character


I talked with Neo, if someone can make a rigged character, using the 19 body parts Oni needs,
We probably have to understand the different bones, effectors and their properties before we can build a well-rigged character.
create an animation and then export that animation as collada or dae,
then he can look at the data and see if it possible.
[http://oni.bungie.org/community/forum/viewtopic.php?pid=48295#p48295 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.
===Knowledge===
 
 
===Knownledge===
====Bones====
====Bones====
[...]
[...]
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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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====First experiments====
====First experiments====
{| style="float:right"
{| style="float:right"
|[http://paradox.oni2.net/OniGalore/experimental_auto_rigging.png http://paradox.oni2.net/OniGalore/experimental_auto_rigging_tn.png]
|<nowiki>http://paradox.oni2.net/OniGalore/experimental_auto_rigging.png</nowiki> (dead link)
Schematic<br>before and after running the script
Schematic<br>before and after running the script
|}
|}


[https://dl.dropboxusercontent.com/u/139715/OniGalore/auto_rigging.txt HERE's] some vbs code to build a rigged character.
HERE's (<nowiki>https://www.dropbox.com/s/ie8my677x7iv2a2/auto_rigging.txt?dl=0</nowiki>, dead link) 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.
 
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.
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 a non-animated character (<nowiki>http://paradox.oni2.net/OniGalore/automatic_rigging_test_files.zip</nowiki>, 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 [ ]"  
** 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.
* Load the non-animated character into Mod Tool.
* Open the Script Editor (Alt + 4).
* Open the Script Editor (Alt + 4).
* Run the code (F5).
* 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...
[[Category:Modding tutorials]]