• Mario's Guide To Ragdolling
    302 replies, posted
Thanks, I sent an email to you with a zip. I'll also take a look at the videos to see if there was something I missed.
hm, ok that was pretty bad. didn't I show the rigging in the tutorial? seems alot of people are missing that litttle most important step in the process. a model needs to be rigged, and weighted in order to work in Gmod, or any other game. your SMD has no bones. it's possible you forgot to add bones into the skin modifier, and thats why when you exported to SMD, the bones may have not exported. so when I import, maybe thats why I'm not getting any.. anyway simply put, your model isn't rigged, it is a static prop. if you want me to make a specific video using your model, I can. but otherwise I would strongly advise you rewatch the videos on "Rigging"
I found out the problem, it's the SMD exporter itself. I was using a different one then what was used in the tutorial because I'm using 3ds Max 9. So I decided to switch to 3ds Max 8 and use the correct exporter, now the bones are fine. That's strange, but at least it works now. I was able to complete it and spawn the ragdoll successfully. Thank you very much for creating this tutorial! Now all we need is a tutorial on making playermodels/npcs. :D
you need a "Mario's guide to proping"
Thank you very much for this tutorial! Downloaded it to use later when I feel confident enough to make my own addon content. Sorry to ask that which may have already been answered but if I were to decompile a model, namely this one- [URL]http://www.garrysmod.org/downloads/?a=view&id=72505[/URL] what would I have to do to get it animated? (offtopic- That is an awesome model. :D ) It has already been ragdolled I think, but I will probably have to decompile and re-ragdoll it in order to animate it, I assume. For some reason or another this and several other models I have don't quite work as player models (they float, in the default, unanimated T position) I don't know how to add animations to it. I am quite proficient in 3ds (modeling, animating, UV mapping, and even rigging) but I don't know how Source handles these kinds of things. Misanthropy
good tutorial, but im still wondering...how do i make the hands of a model compatable with finger poser?
valve I think can't handle more then 24 parts in an active phymodel sim for a single ragdoll. so when you kill a NPC there fingers don't move individually when they die. same applies to our gmod ragdolls, except there dead 100% of the time, and have no animations. ..so being gmod turned into a giant poser, I would think garry though it be nice to be able to by-pass the phyics limitations and inject his own animations. specifically to the fingers, for us o finger pose them. the problem with injecting your own animation, is that now all bone names and bone orientations must be true to the original. and in this case, garry based everything off offical valve skeletons. so when doing finger posing, to stay most accurate you take the whole hand bone from another valve skeleton, and just tac that onto your own model. then once loaded into gmod, gmod will see the valve bones, and allow you to animate them actively. ..if your looking for more details on how garry really did it, you should PM him
[QUOTE=mariokart64n;16372744]valve I think can't handle more then 24 parts in an active phymodel sim for a single ragdoll. so when you kill a NPC there fingers don't move individually when they die. same applies to our gmod ragdolls, except there dead 100% of the time, and have no animations. ..so being gmod turned into a giant poser, I would think garry though it be nice to be able to by-pass the phyics limitations and inject his own animations. specifically to the fingers, for us o finger pose them. the problem with injecting your own animation, is that now all bone names and bone orientations must be true to the original. and in this case, garry based everything off offical valve skeletons. so when doing finger posing, to stay most accurate you take the whole hand bone from another valve skeleton, and just tac that onto your own model. then once loaded into gmod, gmod will see the valve bones, and allow you to animate them actively. ..if your looking for more details on how garry really did it, you should PM him[/QUOTE] thank you very much for clearing things up for me =D now im going to go finish my ragdoll. you should get a cooky
can we get a Pdf of this please?
the videos are more correct i think. if i was to place this into a PDF I'd have to proof everything written here. ..and considering the feedback wasn't has much as I had hoped for, there no point puttin effort into to revising. only a very slim amount of people actually gained from these. I doubt a PDF will increase those statistics.
As if everyone didn't save this tutorial into a word document the first time, you rereleased the tutorial. Thanks for being helpful Mario.
k i fixed the problem from before but have anoteher one. i added eyes with the qc and my ragdoll's eyes follow you around in the HLMV but when i spawn it it keeps looking in the same direction even when i turn its head and the eye poser doesnt change where its looking at
from august issue... have u fix it? just add any of animation even for blank.vta into qc and its should fix the eyes problem
Mario, I need your ragdoll eyeposing knowledge, pwease? :D
[QUOTE=AnemoneS2;17647448]Mario, I need your ragdoll eyeposing knowledge, pwease? :D[/QUOTE] Get blender and I could help ya
eye posing is setup by the model's texture. using blender, or 3dsmax doesn't matter. as long as you have a separate texture assigned to each eye. like eyeball_r.tga and eyeball_l.tga which are the most commonly seen in valve ragdolls.
Thank you Mario. Take a look at my mess Mario, [url]http://i529.photobucket.com/albums/dd338/AnemoneS2/Ohshit.png[/url] :( They're vtf textures o.o two different ones.. [QUOTE=ETK2009;17647594]Get blender and I could help ya[/QUOTE] I have 3Ds max 2009, 2008 and Milkshape. :D I plan to use 2008 exclusively for flexes. Blender o.o? I will considere to get it. :D
[QUOTE=AnemoneS2;17648628] I have 3Ds max 2009, 2008 and Milkshape. :D I plan to use 2008 exclusively for flexes. Blender o.o? I will considere to get it. :D[/QUOTE] We can export smd's and whatnot. But there is a guy currently working on getting Blender's Shapekeys to export to flexes. Blender honestly is easier to use but if you feel that you know 3Ds Max enough. Use it.
[QUOTE=ETK2009;17648912]We can export smd's and whatnot. But there is a guy currently working on getting Blender's Shapekeys to export to flexes. Blender honestly is easier to use but if you feel that you know 3Ds Max enough. Use it.[/QUOTE] If they both can do the same, then I'm happy. So how could I fix the problem in my screenshot? The iris is given to her in source, they are two different vtf files for the white eyeball. Is it something I can fix on the Qc file? The eyes move in strange ways in HLMV.
[QUOTE=AnemoneS2;17649034]If they both can do the same, then I'm happy. So how could I fix the problem in my screenshot? The iris is given to her in source, they are two different vtf files for the white eyeball. Is it something I can fix on the Qc file? The eyes move in strange ways in HLMV.[/QUOTE] I don't use HLMV I just make sure everything is right in blender. Blender-> HLMV isn't so smooth. But IF I had to guess, the UV's aren't on right.
[QUOTE=ETK2009;17649391]I don't use HLMV I just make sure everything is right in blender. Blender-> HLMV isn't so smooth. But IF I had to guess, the UV's aren't on right.[/QUOTE] I'm new to this. So what are the UV's? I don't remember touching those. D: Any good tutorial?
[QUOTE=AnemoneS2;17649502]I'm new to this. So what are the UV's? I don't remember touching those. D: Any good tutorial?[/QUOTE] Wait? How did you get the eyes...without knowing what a UV is...huh? You need to start at square one with 3d.
[QUOTE=ETK2009;17649751]Wait? How did you get the eyes...without knowing what a UV is...huh? You need to start at square one with 3d.[/QUOTE] That's Mario's model, he did that. I just edited some meshes I'm planning to give her a new "outfit" :D Now what are the UV's? D:!
[QUOTE=AnemoneS2;17649942]That's Mario's model, he did that. I just edited some meshes I'm planning to give her a new "outfit" :D Now what are the UV's? D:![/QUOTE] Yeah no, start from step one. Why one would go torrent 3DS max and Milkshape w/o knowing anything is beyond me. [url]http://wiki.blender.org/index.php/Main_Page[/url] Start here
[QUOTE=ETK2009;17650303]Yeah no, start from step one. Why one would go torrent 3DS max and Milkshape w/o knowing anything is beyond me. [url]http://wiki.blender.org/index.php/Main_Page[/url] Start here[/QUOTE] I learned my way around 3DS max in about just one week. Isn't how everyone learns is by things like what I am doing? I already made 2 fully working props. Anyway thank you for the link just what I was looking for. And no torrent sir, they are trials. :D
[QUOTE=AnemoneS2;17650664]I learned my way around 3DS max in about just one week. Isn't how everyone learns is by things like what I am doing? I already made 2 fully working props. Anyway thank you for the link just what I was looking for. And no torrent sir, they are trials. :D[/QUOTE] if you found everything in 3ds max how do you not know what a UV is, it is very important to 3d modelling.
[QUOTE=ETK2009;17650710]if you found everything in 3ds max how do you not know what a UV is, it is very important to 3d modelling.[/QUOTE] What does UV stands for anyway? My 3Ds max is in spanish.
UV's are two identifiers that represent two coordinate values. much like when I say xyz, you know I'm talking about something plotted in 3D. UV's basically refer to a model's texture coordinates in 3D slang A texture coordinates map out which part of a texture will show up on the model surface.. the "advantage" behind HL2's eye posing system, is that it will operate regardless of the UV's(texture coordinates) so the issue is NOT the UV's. also link made a VTA generator. it takes 2 exported SMD's and converts it into a VTA for you. I asked him to make such a thing, being blender and milkshape don't have VTA plugins. now any program is sky's the limit.. unfortunately I don't have the time to make a specific tutorial for each program. ..anyways the problem your having is that you need to enter in a new pivot point into the QC. if the position of the eyes moves after you've made edits, you also need to edit the pivot point for the eye texture in the QC. just open the QC, find two lines that say something like eyeball_r and eyeball_l. in that area should be the XYZ position of the eye's for those textures. just tweak the values +1 or -1 then recompile. test in HLMV and get a feel for how much more you need to tweak the values. as a hint I can tell you that the screenshot kind need to move back more.. X = Side to Side Y = Up and Down Z = Front to Back
[QUOTE=mariokart64n;17652826]UV's are two identifiers that represent two coordinate values. much like when I say xyz, you know I'm talking about something plotted in 3D. UV's basically refer to a model's texture coordinates in 3D slang A texture coordinates map out which part of a texture will show up on the model surface.. the "advantage" behind HL2's eye posing system, is that it will operate regardless of the UV's(texture coordinates) so the issue is NOT the UV's. also link made a VTA generator. it takes 2 exported SMD's and converts it into a VTA for you. I asked him to make such a thing, being blender and milkshape don't have VTA plugins. now any program is sky's the limit.. unfortunately I don't have the time to make a specific tutorial for each program. ..anyways the problem your having is that you need to enter in a new pivot point into the QC. if the position of the eyes moves after you've made edits, you also need to edit the pivot point for the eye texture in the QC. just open the QC, find two lines that say something like eyeball_r and eyeball_l. in that area should be the XYZ position of the eye's for those textures. just tweak the values +1 or -1 then recompile. test in HLMV and get a feel for how much more you need to tweak the values. as a hint I can tell you that the screenshot kind need to move back more.. X = Side to Side Y = Up and Down Z = Front to Back[/QUOTE] Thank you VERY much Mario! You're always helpful. All I know, wouldn't be possible without you. You got me in 3Ds max in the first place. I owe you everything. You rock man. Omg, 2 hours playing with the values and still nothing. [url]http://i529.photobucket.com/albums/dd338/AnemoneS2/Close.png[/url] The closest I have ever been, the eyes are meant to be looking at me. :( They move in totally strange ways. [QUOTE]eyeball righteye Head -1.440 -3.760 66.409 righteye 1.100 -5.000 pupil_l 1.300 eyeball lefteye Head 1.495 -3.760 66.409 lefteye 1.100 5.000 pupil_r 1.300[/QUOTE] Any more Hints Mario? The eyes move opposite from me. <.< She hates me. Edit: After plenty of hours playing with these numbers, I'm getting closer I think, it's quite fun, isn't it? Do I need to clamp S and T on the iris vmt files?
[QUOTE=mariokart64n;17652826]also link made a VTA generator. it takes 2 exported SMD's and converts it into a VTA for you. I asked him to make such a thing, being blender and milkshape don't have VTA plugins. now any program is sky's the limit.. unfortunately I don't have the time to make a specific tutorial for each program.[/quote] Do you have this program Mario as I did find the page for this tool but the link was dead ¬.¬ (and it would be quite useful) Also do you have to have two different eye textures? As i've only been using one eye texture and one pupil texture and referring to it for both eyes, is that where i've been going wrong?
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