>>Julius
The hand bones(like I said not talking about fingers) are completely redundant because no current gen game uses hands at that resolution for games to actually see the changes,not even fps hand models, heck most games don't even bother with the last 3 fingers to keep them separate
Thats used for video animation not games,and since this is supposed to be a game rig i prefer you don't add extras for animated movies,as there gonna have more advanced rigs anyway
>>Pompei
I don't think making a complete hierarchy rig is a problem as its only 4 bones diffrence(2 pelvis 2 shoulders)and since a separate weighted copy rotation rig is needed anyway there will be no problem with helper bones and stuff
On the comparability issue does anyone know any engines other that cube2/quake hybrids? how does Ogre handle models?
How is it possible to support blender and not support detached bones?
Anyways its a bit of an misunderstanding on my part that you need 2 separate hierarchy
What you need is only tag a root bone(somewhere around pelvis) that will separate the rig into 2 parts in a md5 file so thats not really a problem
On the detached bone note however dashed lines are actually connected I believe as they are still parent and child,not sure about how Cal3d handles it though
As for gpu accelaeration it does not take into account bones that are not weighted and aren't linked as parent and child so be careful of that,separate copy rotation rig with only weighted bones is an absolute must to keep things clear
On to the rig make the hand have 1 bone instead of 4(I'm NOT talking about fingers)and as previously suggested duplicate the weighted bones and use copy rotate on them(I know I repeated 11 times but its that important) so as to be linked only in blender not in the gpu,the weighted duplicate can be a whole hierarchy rig without any detachment for the Cal3D users,you would just need a exporter that ignores the rest
You could probably could the weighted duplicate as an FK rig too and just blend it between the IK with a slider(100% would give full IK while 0% would give you the weighted duplicate with no IK influence,not sure its possible directly as what examples I have seen used 3 rigs with 1 of them that was blended between them)
You are a raving raging demon lunatic trying to get the "something or other" and annihilates everything that stands in your way(just like a normal hero), while the whole world tries to stop you(unsuccessfully as you'r the player not a dumb AI boss)
You are the demon lord trying to conquer the world one peasant village at a the time! where you kidnap princess, get powerful artifacts,cause political mischief,set fire to hero hometown and laugh at his pathetic attempts to stop you!
Exactly
Double post,please delete!
Turtlesvn doesn't seem to checkout withe osare-read-only
Widescreen support?
Also can you update the title tutorial too 2.5?
>>Julius
The hand bones(like I said not talking about fingers) are completely redundant because no current gen game uses hands at that resolution for games to actually see the changes,not even fps hand models, heck most games don't even bother with the last 3 fingers to keep them separate
Thats used for video animation not games,and since this is supposed to be a game rig i prefer you don't add extras for animated movies,as there gonna have more advanced rigs anyway
>>Pompei
I don't think making a complete hierarchy rig is a problem as its only 4 bones diffrence(2 pelvis 2 shoulders)and since a separate weighted copy rotation rig is needed anyway there will be no problem with helper bones and stuff
On the comparability issue does anyone know any engines other that cube2/quake hybrids? how does Ogre handle models?
How is it possible to support blender and not support detached bones?
Anyways its a bit of an misunderstanding on my part that you need 2 separate hierarchy
What you need is only tag a root bone(somewhere around pelvis) that will separate the rig into 2 parts in a md5 file so thats not really a problem
On the detached bone note however dashed lines are actually connected I believe as they are still parent and child,not sure about how Cal3d handles it though
As for gpu accelaeration it does not take into account bones that are not weighted and aren't linked as parent and child so be careful of that,separate copy rotation rig with only weighted bones is an absolute must to keep things clear
On to the rig make the hand have 1 bone instead of 4(I'm NOT talking about fingers)and as previously suggested duplicate the weighted bones and use copy rotate on them(I know I repeated 11 times but its that important) so as to be linked only in blender not in the gpu,the weighted duplicate can be a whole hierarchy rig without any detachment for the Cal3D users,you would just need a exporter that ignores the rest
You could probably could the weighted duplicate as an FK rig too and just blend it between the IK with a slider(100% would give full IK while 0% would give you the weighted duplicate with no IK influence,not sure its possible directly as what examples I have seen used 3 rigs with 1 of them that was blended between them)
The hairs for one animation seems to be missing
Awesome stuff anyways
Why
http://www.youtube.com/watch?v=D-rDyASHn3Q
I'm not an expert and haven't made a successful rig(cause this things can get complicated) but did do a bit of research on it
I found this sets of tutorial for rigging the best
http://www.youtube.com/watch?v=tApdSx_4b0Q
And is also what the make human rig is based on(also might want to check the make human rig)
However that rig does tend to be heavy on helper bones which are a pain to setup
Although I wonder if we can cheat and use the foot drivers from the privious video
Btw FK stands for forward kinematics and basically is the opposite of ik, aka manually rotating the bones
You are a raving raging demon lunatic trying to get the "something or other" and annihilates everything that stands in your way(just like a normal hero), while the whole world tries to stop you(unsuccessfully as you'r the player not a dumb AI boss)
You are the demon lord trying to conquer the world one peasant village at a the time! where you kidnap princess, get powerful artifacts,cause political mischief,set fire to hero hometown and laugh at his pathetic attempts to stop you!
Yeap games definitely needs more evil "heroes"
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