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by Redacted · in Artist Corner · 09/20/2007 (6:48 pm) · 10 replies
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#2
09/23/2007 (7:18 am)
Thanks. This is great stuff.
#3
09/25/2007 (6:03 pm)
Tried it, and it works beautifully. Great instructions. I've never had such an easy time getting a character rigged for Torque. Thanks for all the hard work -- now indies can rely on blender and Constructor to do all game artwork. :)
#4
09/25/2007 (9:22 pm)
Thanks alot!!! :)
#5
11/02/2007 (2:18 pm)
Thx a lot
#6
in step 6. After you're satisfied that the mesh is properly skinned to the controlRig armature, run the "Apply stored bone transforms to pose" script. This script will create a new (pose mode) pose that matches the stored original bone rest positions (the gun holding pose).
i click Apply stored bone transforms to pose and nothing happen. there is no new pose in pose mode. ans also when im do step 7 it said that Apply Deformation now only available in modifier buttons.
did i missing something here?
is it posible to make pre-pose for orange guy to be in T pose? it seem really hard for noob like me to make gun holding pose to become T pose with right angle.
btw. flesh orange dts export work really well.
11/04/2007 (12:26 pm)
Sorry but im really really new for blender so i don't know if im missing in any step or notin step 6. After you're satisfied that the mesh is properly skinned to the controlRig armature, run the "Apply stored bone transforms to pose" script. This script will create a new (pose mode) pose that matches the stored original bone rest positions (the gun holding pose).
i click Apply stored bone transforms to pose and nothing happen. there is no new pose in pose mode. ans also when im do step 7 it said that Apply Deformation now only available in modifier buttons.
did i missing something here?
is it posible to make pre-pose for orange guy to be in T pose? it seem really hard for noob like me to make gun holding pose to become T pose with right angle.
btw. flesh orange dts export work really well.
#7
Here are the export steps with some additional comments to help out. Let me know if you still have a problem after trying this:
1. Open skeleton file.
2. Save as & rename file.
3. Import mesh into skeleton file. (Append, find file, Object, find mesh; Place it over the skeleton by rotating and moving the mesh, not the skeleton)
4. Apply an armature modifier and use "controlRig" as the control object for the imported (appended) mesh. Turn off Envelopes, but keep vertex groups on the modifier.
5. Select the controlRig armature and go into pose mode. Pose the armature to match your mesh. (control-tab to weight paint from pose mode; from paint mode: right click to select bone & tab to confirm which is selected then paint... add, subtract, etc for each bone. Move to verify everything has a weight & associated bone. Alt-B edit & alt-B for viewport clipping to paint get hard to see spots...)
6. Run the "Save Edit Mode Bone Positions" script to store off the current default bone positions. (Scripts window, Scripts, Misc, Save Edit Mode Bone Positions)a
7. Run the "Make Armature Pose Real" script to bake your armature pose into the edit mode bone positions. (Scripts Window, Scripts, misc, Make Armature Pose Real)
8. Skin your mesh to the controlRig armature. Be careful not to create groups or weights for any of the bones whose names start with "CRH_" (hidden constraint target bones in bone layer 16); or whose names end in ".X", where X is a single digit number (gap filler bones created to make IK easier).
a. Good tutorial for weight painting: http://wiki.blender.org/index.php/Flying_Bird_-_Skinning
9. After you're satisfied that the mesh is properly skinned to the controlRig armature, run the "Apply stored bone transforms to pose" script. This script will create a new (pose mode) pose that matches the stored original bone rest positions (the gun holding pose).
10. Select your mesh(es) and apply deformation (ctrl-shift-a). Your mesh is now permanently in the gun holding pose. Be sure to save the file under a new name. (Ctl-shift-a is for old versions.. use apply button on modifier now...)
11. Open up a fresh copy of the orange guy .blend file and append the mesh that you created in step 7 to the file. Make sure the mesh is lined up with the control rig armature.
12. Parent the mesh to the exportRig armature in layer 2 (testArm). Don't create new vertex groups. (make parent to Armature, don't create new vertex groups)
13. Rename the existing vertex groups from step 5 to match the names of the bones in the exportRig armature by removing the "CR_" prefix from each of the group names. (use outliner window, under vertex groups for mesh... delete CR_ prefixes from F9 Vertex Groups)
11/04/2007 (12:51 pm)
@Sisada,Here are the export steps with some additional comments to help out. Let me know if you still have a problem after trying this:
1. Open skeleton file.
2. Save as & rename file.
3. Import mesh into skeleton file. (Append, find file, Object, find mesh; Place it over the skeleton by rotating and moving the mesh, not the skeleton)
4. Apply an armature modifier and use "controlRig" as the control object for the imported (appended) mesh. Turn off Envelopes, but keep vertex groups on the modifier.
5. Select the controlRig armature and go into pose mode. Pose the armature to match your mesh. (control-tab to weight paint from pose mode; from paint mode: right click to select bone & tab to confirm which is selected then paint... add, subtract, etc for each bone. Move to verify everything has a weight & associated bone. Alt-B edit & alt-B for viewport clipping to paint get hard to see spots...)
6. Run the "Save Edit Mode Bone Positions" script to store off the current default bone positions. (Scripts window, Scripts, Misc, Save Edit Mode Bone Positions)a
7. Run the "Make Armature Pose Real" script to bake your armature pose into the edit mode bone positions. (Scripts Window, Scripts, misc, Make Armature Pose Real)
8. Skin your mesh to the controlRig armature. Be careful not to create groups or weights for any of the bones whose names start with "CRH_" (hidden constraint target bones in bone layer 16); or whose names end in ".X", where X is a single digit number (gap filler bones created to make IK easier).
a. Good tutorial for weight painting: http://wiki.blender.org/index.php/Flying_Bird_-_Skinning
9. After you're satisfied that the mesh is properly skinned to the controlRig armature, run the "Apply stored bone transforms to pose" script. This script will create a new (pose mode) pose that matches the stored original bone rest positions (the gun holding pose).
10. Select your mesh(es) and apply deformation (ctrl-shift-a). Your mesh is now permanently in the gun holding pose. Be sure to save the file under a new name. (Ctl-shift-a is for old versions.. use apply button on modifier now...)
11. Open up a fresh copy of the orange guy .blend file and append the mesh that you created in step 7 to the file. Make sure the mesh is lined up with the control rig armature.
12. Parent the mesh to the exportRig armature in layer 2 (testArm). Don't create new vertex groups. (make parent to Armature, don't create new vertex groups)
13. Rename the existing vertex groups from step 5 to match the names of the bones in the exportRig armature by removing the "CR_" prefix from each of the group names. (use outliner window, under vertex groups for mesh... delete CR_ prefixes from F9 Vertex Groups)
#8
11/04/2007 (12:59 pm)
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#9
Thx for helps i have followed your addition instructions upto step 10. i can make pose to become gun holding now but when im hit ctr-shift-a and then look at modifier stack there no any button appear and my mesh(s) still in my original pose (T pose). is there any mistake im have taken or some wrong steps?
@Joseph
also Thx for addition helps.
and is it possible for you to make default pose of your OrangeGuy to be T pose in next release version? im really die tried to make from gun holding pose to become T pose to match my model [T_T]. because im using dsq from TorqueMotion so all i need is just my mesh in that right bone
btw. most of dsq from TorqueMotion work fine with your OrangeGuy
11/05/2007 (12:19 am)
@Jason Thx for helps i have followed your addition instructions upto step 10. i can make pose to become gun holding now but when im hit ctr-shift-a and then look at modifier stack there no any button appear and my mesh(s) still in my original pose (T pose). is there any mistake im have taken or some wrong steps?
@Joseph
also Thx for addition helps.
and is it possible for you to make default pose of your OrangeGuy to be T pose in next release version? im really die tried to make from gun holding pose to become T pose to match my model [T_T]. because im using dsq from TorqueMotion so all i need is just my mesh in that right bone
btw. most of dsq from TorqueMotion work fine with your OrangeGuy
#10
after repeat instructions again and again finally it seem that i can make every thing work as it suppose to be. those mistakes im made was really due to my lag experiences of blender (actually in 3D modeling also [T_T]) now there only some minor problems like my arm mesh is not in way its suppose to be may be i need to adjust something wrong in somewhere in arm's bones (my right arm's mesh become totally mass!).
will post again if i have encounter more problems. THx your guys again to point me out.
11/05/2007 (10:14 am)
Phew.............after repeat instructions again and again finally it seem that i can make every thing work as it suppose to be. those mistakes im made was really due to my lag experiences of blender (actually in 3D modeling also [T_T]) now there only some minor problems like my arm mesh is not in way its suppose to be may be i need to adjust something wrong in somewhere in arm's bones (my right arm's mesh become totally mass!).
will post again if i have encounter more problems. THx your guys again to point me out.
Torque Owner Gustavo Munoz