• Mario's Guide To Ragdolling
    302 replies, posted
Ok, I got the files collected after following the instructions for converting tga files toe vtf files. the outer rim shows up because I did some further tinkering in VTFEdit after converting the texture for the Jiggy. (uses same texture) The files are here if you want to check it out still. Zip includes the Honeycomb, the texture converted, the texture before being converted, the Jiggy texture due to it being used, the qc file, and a txt file [url]http://www.mediafire.com/?zdokzt00niw[/url]
Amazing tutorial! This has helped me greatly in my projects. Thanks a ton Mario.
Oh my, where has this thread been all this time. Now if only I actually owned 3DS Max.
thanks I guess. I know there's outdated info and that critical QC and Material section missing. so I really can't be prude of it yet. but I'll get this into HTML and update it sometime.. soon i hope
How would I go about face and eye posing a model?
I'm updating that part of the guide during the weekend. eyeposing is easy, but face posing requires some modeling skills
sweet! ive been waiting for that part since i first read this awesome tutorial :D
Don't mind, just posted in the wrong thread
[QUOTE=mariokart64n;13671062]I'm updating that part of the guide during the weekend. eyeposing is easy, but face posing requires some modeling skills[/QUOTE] Just so long as there is a tutioral
[QUOTE=HubmaN;13655471]Oh my, where has this thread been all this time. Now if only I actually owned 3DS Max.[/QUOTE] Actually, the 3ds max 8 megaupload link that thespectator posted up in the first page will give you a 30 day free trial of the program, regardless of whether or not you've tried other trial versions of 3ds max. [QUOTE=thespectator;10083701]Just thought I'd supply this. Link to 3dsmax 8 installer [I]*this is just the installer that came from the autodesk site before they released 3ds9, I had a copy and I uploaded it. no warez here*[/I] [url]http://www.megaup*load.com/?d=SRO22PV1[/url] [B]Delete the asterisk in the link.[/B] I don't know if the censor is still there. Excellent thread mariokart.[/QUOTE] _______________________________________________________________________________________________________________________________________ Just asking, but how do you convert a bunch of unconnected skeleton bones from a .OBJ back into a working skeleton on 3ds max 8? I was working on a complicated bone structure in 3ds max 2009, and I exported the skeleton into a .OBJ as a last attempt to continue my creation. I have the mesh too, but I can just import it in again from the SMD.
SMD preserves bones, OBJ does not. OBJ converts the bones to geometry when you export. Once you import it back from OBJ, the bones are no longer bones. I guess you could use them as a guideline to recreate the bone chain manually. but if it's a valve skeleton, then that's useless to bother with. if you were to re-create the valve skeleton using the bone creation tool, you'd have all the bone transforms on different axises and the animations would be really messed up once you compiled
When I try to move a body part, it's like a statue and is hard to move. Anyone knows why?
I'm not sure if I covered setting bone constraints in the HLMV. you have to set the range of rotation of every bone in the HVML. then it can copy they settings to your clipboard, where you can paste into your QC. Compile again for the constraints to save. another common issue is where the model gets stuck.. that's another problem though
[QUOTE=mariokart64n;13766862]SMD preserves bones, OBJ does not. OBJ converts the bones to geometry when you export. Once you import it back from OBJ, the bones are no longer bones. I guess you could use them as a guideline to recreate the bone chain manually. but if it's a valve skeleton, then that's useless to bother with. if you were to re-create the valve skeleton using the bone creation tool, you'd have all the bone transforms on different axises and the animations would be really messed up once you compiled[/QUOTE] It's my own custom skeleton. Though a complicated one, I haven't planned on animations yet, so I'm not in a huge bind... Does anyone know to how move the perspective view around in 3ds max 8 easily? Switching to a side view then going back to perspective is frustrating.
[QUOTE=mariokart64n;13768648]I'm not sure if I covered setting bone constraints in the HLMV. you have to set the range of rotation of every bone in the HVML. then it can copy they settings to your clipboard, where you can paste into your QC.[/QUOTE] You did not cover this. If you did Omochao wouldn't be so stiff.
oh crap. :P ok that's pretty critical, when I get home after work to night I'll be sure to get that updated. been playing too much bikini slayers [url]http://live.xbox.com/en-US/profile/profile.aspx?pp=0&GamerTag=Mario+Kart64n[/url]
Bump >Updated The basicRagdoll Guide a bit. now includes more info on adding a QC, compiling, setting materials and using HVML to set bone constraints and how to paste this back into your QC. the only thing I left out was creating spawnlists. which I don't have time to write about today. spawnlists are pretty simple, but people always tell me you can just broswe files in gmod10. so I didn't think it majorly important to write out today. anyway this filled the huge gap I left out, with this people should be able to create functional ragdolls
[QUOTE=mariokart64n;13787454]Bump >Updated The basicRagdoll Guide a bit. now includes more info on adding a QC, compiling, setting materials and using HVML to set bone constraints and how to paste this back into your QC. the only thing I left out was creating spawnlists. which I don't have time to write about today. spawnlists are pretty simple, but people always tell me you can just broswe files in gmod10. so I didn't think it majorly important to write out today. anyway this filled the huge gap I left out, with this people should be able to create functional ragdolls[/QUOTE] Thanks!!! I refer to your guide often, and it's great that you're completing it. Since "spawnlists" don't actually count in terms of making a working model for the source engine, I won't mind. If people want to learn spawnlist creation, then they should refer to spawnlists in other people's work, and the garrysmod stock ones.
Any idea when section 7 is going to be aviable or where I can find a finger poseing tutioral?(Making a model fingerposeable)
Uh, hi. I just want to start by saying that this is an amazing tutorial, but I have a few questions: So lately, I've been lazily attempting to start 'porting' things from other games, mainly GTA 4 PC, but it has a 'front program' (IE: the very annoying Rockstar Social Club) before it actually opens the game, and therefore cannot 'hook', so I was wondering if there [I]really[/I] was no way around this; it just seems so close! I cannot for the life of me find a way to run the game without the 'front program', or a way to open the 3D Ripper DX after going in the game or etc. I'm really new at this so, uh, any answers/solutions regarding this would be much appreciated. Thanks!
in the request section, there is a request for niko. in there you'll see a member called itchy flakes. I read some comments of his that indicate that the GTA communities have finally created a file converter. this means you could convert models from the game's files, into a format you can import. models would be in a tpose.. etc. I think it would be best to try that route. so give itchy a PM, I'm sure he'll point you in the right direction of course to answer your question about annoying game pre loaders. 3dripperdx comes with a handy function called Global Monitor. basically it will run in your background at all times. so you can open any program, anytime.. and 3dripper will still dump whenever the capture key is pressed. try that, it may work. though keep in mind some games are aware of programs like 3dripperdx, and have built there applications to voluntarily shutdown if any code injection / hooking is detected [B]EDIT[/B] tonight or tomorrow, I will add the finger posing section, describing the two ways.
I've ripped GTA IV using the global monitoring thingy but niko's not t-posed. What if we use the ragdoll mod to rip him in a t-pose like pose?
Will you fill out the 6 last posts some time?
[QUOTE=mariokart64n;13967096]tonight or tomorrow, I will add the finger posing section, describing the two ways.[/QUOTE] Is that in Valve time or Real time? Also, what's you time zone?
it's 10:30 pm right now. I'm eastern pacific thats -5 GMT I'm just starting to take screenshots for the write up. i wouldn't waitup for the guide, since it'll probably take me through mid night
I'm usually up till 2-3Am anyway. I really need to readjust my sleep schedual.
I wrote adding facial flexes, since people use to use flexes to move the fingers of their models before gmod10. I kind of got burnt out after that. so I'll get to the finger crap on the weekend I hope. anyway basically the ONLY way to give you model finger posing, is to decompile alyx or any valve model, import the skeleton, and use the skeleton of that model. >ONLY WAY< of course if your model is already rigged, with fingers, but it wasn't a valve skeleton. all you could do is just rename the finger bones to valve named bones. this would allow for finger posing. but it increases the likelihood that the bones axises of your bones do not match the valve ones. thus you could get distorted or awkward moving fingers using the gmod10 finger templates. anyway I'm really anxious to test out this tool, called poly cruncher. I should be able to get models from the 200 000 polys to about 20 000 polygons easy. maybe get some nvidia fairy or poser shit in gmod. k :P
Would it also be possible to copy the hand bones from the valve model while having a custom skeleton for everything else?
yeah, you have to copy the hand and fingers. everything else can be custom named / your own bones you should import the hand skeleton and use that directly in your model. don't worry about moving them around, your bones may not precisely fit the finger templates in gmod10 any more after that. but its easy to create new one, like point, thumbs up. etc
ok that's good to know. Less work for me to do in XSI. (Still has to figure out how to use that program)
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