Zitheral=WFR@Posted: Fri Jul 14, 2006 2:09 pm :
Are there any tutorials covering the process of taking a character model and bindng the Quake 4 stock player skeleton to it?

Brian Trepaning was helping us with this but I think he is on vacation and we are desperate to get two character models rigged before quakecon.

If anyone can link me a tutorial, I'll try it myself though if anyone wants to offer to help, I'd love to talk to you too :)



BloodRayne@Posted: Fri Jul 14, 2006 2:59 pm :
Zitheral=WFR wrote:
Are there any tutorials covering the process of taking a character model and bindng the Quake 4 stock player skeleton to it?

Brian Trepaning was helping us with this but I think he is on vacation and we are desperate to get two character models rigged before quakecon.

If anyone can link me a tutorial, I'll try it myself though if anyone wants to offer to help, I'd love to talk to you too :)


Brian has left Doom3World. What software will you use for rigging the character?



Zitheral=WFR@Posted: Fri Jul 14, 2006 3:18 pm :
Errr... ok.

We can use either Maya or Max... so which ever is easier or more intuitive would probably be best.



g0th@Posted: Fri Jul 06, 2007 9:25 pm :
Brian has some tutorials on his site about animations on doom3

http://www.trepaning.com/d3Vids/d3Vids.htm

hope it helps



der_ton@Posted: Tue Jul 10, 2007 12:16 pm :
To explain it in a few words, you'll have to import the stock model which contains the skeleton you want to bind your mesh to (and use an importer that does not change any bones, for example in my exporter do not use the "reorient bones" option) then delete the stock model mesh so that just the stock skeleton remains. Then fit your mesh to that skeleton if necessary, but not by manipulating the skeleton, but by manipulating the mesh (for example resize portions of the mesh, or bend the arms so that they match the bindpose of the stock skeleton).
Then do the "skinning", which means defining the influences of the bones on vertices (has nothing to do with texturing). In 3dsmax, this is done with the "skin" modifier, and you can use either bone envelopes or vertex painting.



peter_86@Posted: Mon Aug 27, 2007 10:57 pm :
The bones are in a realy big mess if you don't use the reorient bones option which makes the skinning not realy easy. otherwise if you use the reorient bones option the animations would screw up the geometry.

Wouldn't there be a solution how to combine those two so the reoriented bones would work with the animations? id/raven etc. did build the bone structure in a similar way how the bones are after reorientating them so it should be possible shouldn't it?



tintin@Posted: Tue Sep 25, 2007 7:37 pm :
Well I found a way, is to import stock models, then match your model to it, by moving arms legs exactly in same position, then attach it to the stock model (3dsmax) then delete the stock one then most of your skinning will be done, some minor weighting and your done :)



Zitheral=WFR@Posted: Fri Jul 14, 2006 2:09 pm :
Are there any tutorials covering the process of taking a character model and bindng the Quake 4 stock player skeleton to it?

Brian Trepaning was helping us with this but I think he is on vacation and we are desperate to get two character models rigged before quakecon.

If anyone can link me a tutorial, I'll try it myself though if anyone wants to offer to help, I'd love to talk to you too :)



BloodRayne@Posted: Fri Jul 14, 2006 2:59 pm :
Zitheral=WFR wrote:
Are there any tutorials covering the process of taking a character model and bindng the Quake 4 stock player skeleton to it?

Brian Trepaning was helping us with this but I think he is on vacation and we are desperate to get two character models rigged before quakecon.

If anyone can link me a tutorial, I'll try it myself though if anyone wants to offer to help, I'd love to talk to you too :)


Brian has left Doom3World. What software will you use for rigging the character?



Zitheral=WFR@Posted: Fri Jul 14, 2006 3:18 pm :
Errr... ok.

We can use either Maya or Max... so which ever is easier or more intuitive would probably be best.



g0th@Posted: Fri Jul 06, 2007 9:25 pm :
Brian has some tutorials on his site about animations on doom3

http://www.trepaning.com/d3Vids/d3Vids.htm

hope it helps



der_ton@Posted: Tue Jul 10, 2007 12:16 pm :
To explain it in a few words, you'll have to import the stock model which contains the skeleton you want to bind your mesh to (and use an importer that does not change any bones, for example in my exporter do not use the "reorient bones" option) then delete the stock model mesh so that just the stock skeleton remains. Then fit your mesh to that skeleton if necessary, but not by manipulating the skeleton, but by manipulating the mesh (for example resize portions of the mesh, or bend the arms so that they match the bindpose of the stock skeleton).
Then do the "skinning", which means defining the influences of the bones on vertices (has nothing to do with texturing). In 3dsmax, this is done with the "skin" modifier, and you can use either bone envelopes or vertex painting.



peter_86@Posted: Mon Aug 27, 2007 10:57 pm :
The bones are in a realy big mess if you don't use the reorient bones option which makes the skinning not realy easy. otherwise if you use the reorient bones option the animations would screw up the geometry.

Wouldn't there be a solution how to combine those two so the reoriented bones would work with the animations? id/raven etc. did build the bone structure in a similar way how the bones are after reorientating them so it should be possible shouldn't it?



tintin@Posted: Tue Sep 25, 2007 7:37 pm :
Well I found a way, is to import stock models, then match your model to it, by moving arms legs exactly in same position, then attach it to the stock model (3dsmax) then delete the stock one then most of your skinning will be done, some minor weighting and your done :)



Zitheral=WFR@Posted: Fri Jul 14, 2006 2:09 pm :
Are there any tutorials covering the process of taking a character model and bindng the Quake 4 stock player skeleton to it?

Brian Trepaning was helping us with this but I think he is on vacation and we are desperate to get two character models rigged before quakecon.

If anyone can link me a tutorial, I'll try it myself though if anyone wants to offer to help, I'd love to talk to you too :)



BloodRayne@Posted: Fri Jul 14, 2006 2:59 pm :
Zitheral=WFR wrote:
Are there any tutorials covering the process of taking a character model and bindng the Quake 4 stock player skeleton to it?

Brian Trepaning was helping us with this but I think he is on vacation and we are desperate to get two character models rigged before quakecon.

If anyone can link me a tutorial, I'll try it myself though if anyone wants to offer to help, I'd love to talk to you too :)


Brian has left Doom3World. What software will you use for rigging the character?



Zitheral=WFR@Posted: Fri Jul 14, 2006 3:18 pm :
Errr... ok.

We can use either Maya or Max... so which ever is easier or more intuitive would probably be best.



g0th@Posted: Fri Jul 06, 2007 9:25 pm :
Brian has some tutorials on his site about animations on doom3

http://www.trepaning.com/d3Vids/d3Vids.htm

hope it helps



der_ton@Posted: Tue Jul 10, 2007 12:16 pm :
To explain it in a few words, you'll have to import the stock model which contains the skeleton you want to bind your mesh to (and use an importer that does not change any bones, for example in my exporter do not use the "reorient bones" option) then delete the stock model mesh so that just the stock skeleton remains. Then fit your mesh to that skeleton if necessary, but not by manipulating the skeleton, but by manipulating the mesh (for example resize portions of the mesh, or bend the arms so that they match the bindpose of the stock skeleton).
Then do the "skinning", which means defining the influences of the bones on vertices (has nothing to do with texturing). In 3dsmax, this is done with the "skin" modifier, and you can use either bone envelopes or vertex painting.



peter_86@Posted: Mon Aug 27, 2007 10:57 pm :
The bones are in a realy big mess if you don't use the reorient bones option which makes the skinning not realy easy. otherwise if you use the reorient bones option the animations would screw up the geometry.

Wouldn't there be a solution how to combine those two so the reoriented bones would work with the animations? id/raven etc. did build the bone structure in a similar way how the bones are after reorientating them so it should be possible shouldn't it?



tintin@Posted: Tue Sep 25, 2007 7:37 pm :
Well I found a way, is to import stock models, then match your model to it, by moving arms legs exactly in same position, then attach it to the stock model (3dsmax) then delete the stock one then most of your skinning will be done, some minor weighting and your done :)