316704

Custom rig lepetitnain

2015/08/21 (Fri) 09:33:57

Hello, i am trying to make my own custom rig, specifically to make the same kind of rig as G6_lite_rig for Blender, into Blender. I have been using Softimage Modtools only a few weeks ago, and i have successfully exported (in dot.xsi format) a skeleton as a shadow skeleton into Foolviewer but with no mesh and no animation. My plan was to import my (shadow skeleton) into Blender and to rig my mesh and animate it in Blender. But once my skeleton imported in Blender, the bones are all messed up(see picture 1)

ありがとう


Re: Custom rig lepetitnain

2015/08/21 (Fri) 09:34:57

And anyways, when making motions in Blender with the messed up skeleton and converted in Foolviewer, nothing is moving, the frames are displayed and playing, but nothing is moving at all.(See picture 2)

I don't know to much on skeleton and any help would be greatly appreciated!

ありがとう

Re: Custom rig AmateurHelper

2015/08/22 (Sat) 04:36:02

Hi lepetitnain i have alot of experience with blender and i know why your animations are not playing. Go to blender click the rig put it in pose mode then press the keyboard keys ctrl+R and then put XYZ Euler then all animations will work only under XYZ! どういたしまして

Re: Custom rig AmateurHelper

2015/08/22 (Sat) 04:39:34

Oh i forgot to put the image here it is. どういたしまして

Re: Custom rig lepetitnain

2015/08/22 (Sat) 15:10:15

Yes! This was the information i was missing. Thank you!

I have one last question, this time about my quadruped model.

It seems to me that once imported in Foolviewer, the legs bone position were modified or perhaps, the information was lost in .xsi convertion? I really don't know. As you can see in picture 3, the bone position are ok...

ありがとう

Re: Custom rig lepetitnain

2015/08/22 (Sat) 15:12:44

...But once in Foolviewer, the motion is working with every bones except the legs that also are in a weird position. (picture 4)

Any clue?

ありがとう

Re: Custom rig lepetitnain

2015/08/22 (Sat) 15:34:57

Never mind, i fixed it lol. The issue was the bone names. Seems that dots ( . ) in bone names are not a good thing, I replaced the dots with a underscore ( _ )and everything is good now!

ありがとう

Re: Custom rig - 小野口

2015/08/22 (Sat) 22:36:36

>AmateurHelper

Thank you for your great support!!

Re: Custom rig AmateurHelper

2015/08/25 (Tue) 06:30:33

Hi lepetitnain If you send me your blend file i can try to make a video adding the Required (EF-12) core bones to make your cat model move Forward and Back, Jumping movements just like every other EF-12 character but with a custom rig! どういたしまして

Re: Custom rig lepetitnain

2015/08/26 (Wed) 08:30:57

That would be awesome thanks!

This is were i was exactly, when adding the cat to EF-12 for a test, the cat was going crazy not knowing were to go lol. I have replaced the cattest.SKL name with the Monster.SKL and replaced all .fmdl files of DevilRex with the cat. But then i thought about it, the bone names are not the same and then i saw that there is a need for core, core_p, throw bones etc, which i have no clue how this work and also how to edit the csv and xls files.

This would save me some time.

I have made i think a pretty decent simple rig with IK constraints, but your advises are very welcomed.

ありがとう

Re: Custom rig lepetitnain

2015/08/26 (Wed) 08:32:53

Here's the cat .blend file.

I have left the animation in it.


https://www.dropbox.com/s/4u11d810ypm28ip/cattest.blend?dl=0

ありがとう

Re: Custom rig AmateurHelper

2015/08/27 (Thu) 01:27:07

Hilepetitnain i have made the new video but i am just gonna upload it on dropbox you can make a better tutorial on it at youtube if you want

https://www.dropbox.com/s/akf076q5f1hp886/bandicam%202015-08-25%2011-30-14-955.avi?dl=0

programs needed are

Libre Office - which is free and works with XLS & CSV editing ( https://www.libreoffice.org/download/libreoffice-fresh/ )

Required_bone - well this is not a program it is just a Blend file used to make the models not stay stuck in the same place it makes them move freely like akagi ( https://www.dropbox.com/s/2o7sc25hzlhtap6/Required_bone.blend?dl=0 )

Heres the cat blend file already added into the MAIN EF-12 Core bones https://www.dropbox.com/s/di7wkut9ve2nv6c/Required_bone_Cat.blend?dl=0

どういたしまして

Re: Custom rig AmateurHelper

2015/08/27 (Thu) 02:23:40

Oh i almost forgot also look at this video i show how to use Libre Office with XLS files for EF-12! https://www.dropbox.com/s/n5qbppwzi4xwj4d/Good%20use%20for%20XLS%20editing.avi?dl=0

どういたしまして

Re: Custom rig lepetitnain

2015/08/27 (Thu) 06:12:41

This is very generous of you, thanks!

I will look into all of this very soon and get back to you!

I just can't wait to fight a giant cat !!

ありがとう

Re: Custom rig lepetitnain

2015/09/02 (Wed) 08:51:50

Hi, I went and messing around with .blend files and videos you have posted, and i pretty much figured out how to make my custom characters work in EF-12. I have just replaced the bones names in the .csv and .xls collision files with my custom skeleton bones names and it works! i just now have to do my custom animations and to replace them. I will make a video about it.

ありがとう

Re: Custom rig - lepetitnain

2015/09/04 (Fri) 17:13:25

Hi AmateurHelper, I have a question about the required bones, the csv/xls files and my cat character and wanted to know if you could help?

Actually, i have noticed that the character DevilRex uses the same required bones that every other EF-12 characters does. I think that for my cat character, it is more simple to swap it to DevilRex since he already have a tail that makes attacks and because, i am having trouble figuring out how to make a tail attack on a 'non tailed' character.
Everything is fine with the cat and DevilRex but i wish that it could run and DevilRex does not run. I have tried adding in the MotHead 1 and 2, csv and xls, the cmnAction2 to the mth, RunStart, RunLoop and RunEnd cells. (See picture), and have added the M_Runs .fmot files in correct folder and no luck.

I also tried to make a faster moving forward animation for the DevilRex Fwalk animation but the cat character is returning to initial position after the loop is finished and does not stay in new further position.

Thanks for your time.

ありがとう

Re: Custom rig - lepetitnain

2015/09/04 (Fri) 21:27:58

Never mind lol, got my way through. I have made a running animation for my cat to move with DevilRex settings.

The problem was that when animating with the custom rig joined with the required bones, and to translate the cat rig on Y axis and also in order to have a successful motion export, only the full custom rig and Core and Reference bones from required_bones must be selected and keyframed. If other bones from required_bone like Root, Throw_STR, Body STR, etc, are selected and keyframed, motion export and/or animation itself will not work.

Now in EF-12, when DevilRex (cat) is slowly walking forward, instead, he is now running like crazy hehe.

ありがとう

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