Armor Rigging

Post » Tue May 17, 2011 10:23 am

Can anyone link me to a good tutorial on this? I have looked all over the net and just can't find one that will wokr for me.

I need one for 3DS Max 2009-10. (I have 10)
I've tried Blender and it's NifScripts but the NifScripts won't install correctly. I have seriously tried like 19 different ways of installing it.
NifSkope works though, perfectly fine.


Anyways, thanks guys! Really need help with this. I am trying to rig my Splinter Cell Armor (for myself) lol.
User avatar
Cedric Pearson
 
Posts: 3487
Joined: Fri Sep 28, 2007 9:39 pm

Post » Tue May 17, 2011 5:24 am

watch the demo Skin and edit poly http://usa.autodesk.com/adsk/servlet/item?siteID=123112&id=13818978&linkID=9241175

thats the only thing i have ever watched in reguards to using the skin modifier. rigging is pretty easy. I often use the weight tool. just select a loop of verts and add weights.. if your mesh has a good topology the first draft goes really quick. tweaking it can take a couple hours at most.

for transfering weights between meshes, a handy tool is the skin utilities. extract/importing weights to/from mesh.
and another modifier is skin wrap.
User avatar
Arnold Wet
 
Posts: 3353
Joined: Fri Jul 07, 2006 10:32 am

Post » Tue May 17, 2011 12:53 pm

Sweet! Thank you! Now I can finally rig some stuff. :D

Oh, I do have another question though.

Can anyone link me to something that shows how to port? Maybe from a game I play a lot, like Splinter Cell Conviction? Or maybe Mass Effect? Any game really, thanks guys.
User avatar
Latino HeaT
 
Posts: 3402
Joined: Thu Nov 08, 2007 6:21 pm

Post » Tue May 17, 2011 7:19 am

Sorry for double-posting/necro'ing(if I did) but I need to know if what I did was correct.

Does this mean I have successfully rigged this? :D
http://img823.imageshack.us/f/riggingshadowarmorv1tes.png/


Thanks guys.
User avatar
Assumptah George
 
Posts: 3373
Joined: Wed Sep 13, 2006 9:43 am

Post » Tue May 17, 2011 4:50 am

nope.

firstly- in nifskope>view>block list> view blocks in tree. this way you can better see the hierarchical structure, which is essential to seeing if the thing is put together so f3 can undersatnd the nif correctly. Vague screen shot only tells me you are doing somthing weird. I have no idea what. I can tell your t pose does not fit the bethesda skeleton- i have no idea how you are going to get a good rigging job done like that :unsure: ... like aren't the feet like 2' bellow the 0 on the Z axis!

You can delete the HeadAnims:0 before export, this is for face morphs... which shouldn't be stored in an outfit.... and you have exported a morph controller. don't do that. remove any morpher modifiers before export.< they definitely won't play anyway unless the animations target them to.. which they won't be.

looks like you exported some kind of animation along with your mesh. don't do that. see all the NiFloatInterpolators and their floatdata? well that's for certain animation types. like texture transforms and alpha controllers etc.

And nope- can't tell you how to port from any other game, 1- I don't know how to open any game files from those mentioned games, or if it is even possible to open those files without ripping them. 2- probably not allow to discuss here. 3- you are far better off asking on mod forums dedicated to those games on how to port assets< we only know about Fallout and other bethesda games around here.
User avatar
Taylrea Teodor
 
Posts: 3378
Joined: Sat Nov 18, 2006 12:20 am

Post » Tue May 17, 2011 1:16 pm

Thanks Goghiel. O.O
Didn't know, I'm still a beginner :D
Then how do I modify the Skin's skin to the FO3 Skeleton?
and the port is giant, seriously. It's like 1.7 of the FO3 Skeleton.

Alright, will remember that. (Must change HeadAnims:0)
But where do I find that?

Okay, I'll make sure to un-click the "Export with Animation" button. Didn't notice it O.O


You can't port from those games? What about Oblivion? :o And oh... alright. DISCUSSION OVER. Lol.

Yes, I've been on F3 Underground asking a LOT of people tho.
User avatar
cosmo valerga
 
Posts: 3477
Joined: Sat Oct 13, 2007 10:21 am

Post » Tue May 17, 2011 3:25 pm

Then how do I modify the Skin's skin to the FO3 Skeleton?

Skin's skin? now are people referring to a mesh as a skin, as well as a texture? And not what it i actually is, skin- for containing bone and weight data, and skinning to add a skin modifier and add bone weights. Skinning is not texturing, a skin is not a texture. and now its a mesh as well? damn

and the port is giant, seriously. It's like 1.7 of the FO3 Skeleton.

you have to scale to fit the skeleton you are rigging it to.

Alright, will remember that. (Must change HeadAnims:0)
But where do I find that?

it imports as part of the skeleton. just delete it. it won't fubar the hierarchy of the skeleton as its the last child in that branch.
User avatar
Rudi Carter
 
Posts: 3365
Joined: Fri Sep 01, 2006 11:09 pm

Post » Tue May 17, 2011 2:25 am

it imports as part of the skeleton. just delete it. it won't fubar the hierarchy of the skeleton as its the last child in that branch.
[/quote]

LOL.
Sorry, I'm still learning all bout modding Fallout. O.O
1st of all, I came from Counter Strike: Source, to Fallout 3. Biiiiiig change there. CS:S is 2004.

And alright, scale down, got it.

Imports as part of the skeleton? The big camera thing? Yeah already deleted that :P
User avatar
cosmo valerga
 
Posts: 3477
Joined: Sat Oct 13, 2007 10:21 am

Post » Tue May 17, 2011 7:06 am

the big camera thing is the 3rd person camera, you can just delete that, or you can just untick cameras in s the import dialog and the camera won't import.

the HeadAnims:0 is a different object, it actually imports as a mesh object> it needs to be so it can have a morph controller attached to it- its for the face morphs. it's the only mesh object that imports with the skeleton. just delete it.
User avatar
Rachell Katherine
 
Posts: 3380
Joined: Wed Oct 11, 2006 5:21 pm

Post » Tue May 17, 2011 3:57 am

Okay, thank you Goghiel.


Will start working on that today, but I wana try something easier first, ya know, to get into the groove.

How will I be able to do a visor type thing? From Splinter Cell: Conviction.
http://media.giantbomb.com/uploads/3/33504/1146372-939336_20090923_790screen003_super.jpg
http://t1.gstatic.com/images?q=tbn:4up9Bl9t1W0U7M:http://www.xboxresource.com/avatars/marketplace/splintercellconviction/sonargoggles.png&t=1
http://media.giantbomb.com/uploads/3/33504/1146370-939336_20090923_790screen001_super.jpg


Thanks :D
User avatar
Heather Kush
 
Posts: 3456
Joined: Tue Jun 05, 2007 10:05 pm

Post » Tue May 17, 2011 9:05 am

a fairly up to date tutorial of my workflow for this type of object http://www.fallout3nexus.com/articles/article.php?id=248

I am not rigging anything though
User avatar
Hannah Whitlock
 
Posts: 3485
Joined: Sat Oct 07, 2006 12:21 am

Post » Tue May 17, 2011 1:41 pm

Thanks :D

Only thing is, do you need to rig goggles like that? :D
User avatar
Quick Draw
 
Posts: 3423
Joined: Sun Sep 30, 2007 4:56 am

Post » Tue May 17, 2011 12:31 am

No, but it's probably best, for a couple reasons, to do goggles like i describe in that tut.
1: it it more efficient
2: do egms work while its rigged. < so far i can't see evidence they do. and if they don't, your characters face will probably have clipping with it, if you have a face that is a bit fat or has a bif nose..
User avatar
JUan Martinez
 
Posts: 3552
Joined: Tue Oct 16, 2007 7:12 am

Post » Tue May 17, 2011 10:47 am

Alright cool ^^. I'll try this first, hopefully I won't fail like with the armor >_>.
User avatar
Esther Fernandez
 
Posts: 3415
Joined: Wed Sep 27, 2006 11:52 am

Post » Tue May 17, 2011 10:35 am

watch the demo Skin and edit poly http://usa.autodesk.com/adsk/servlet/item?siteID=123112&id=13818978&linkID=9241175

thats the only thing i have ever watched in reguards to using the skin modifier. rigging is pretty easy. I often use the weight tool. just select a loop of verts and add weights.. if your mesh has a good topology the first draft goes really quick. tweaking it can take a couple hours at most.

for transfering weights between meshes, a handy tool is the skin utilities. extract/importing weights to/from mesh.
and another modifier is skin wrap.



great tips, I've been skinning by hand and its painful :P

Nm Found it ~ :) !!!
\
User avatar
carley moss
 
Posts: 3331
Joined: Tue Jun 20, 2006 5:05 pm


Return to Fallout 3