• QC Files
    77 replies, posted
Go for it.
Thanks a lot. [url]http://www.mediafire.com/download/13dfzjpsv9qdyv5/SMD_Files.zip[/url]
The bones aren't aligned, especially the pelvis.
[QUOTE=CaptainBigButt;46699731]The bones aren't aligned, especially the pelvis.[/QUOTE] I think I'm back at square one of being confused. I looked at your reference and proportion smds and they didn't have the pelvis aligned... Am I supposed to use translations in the reference smd too? Or just rotations?
The pelvis should be aligned on both of them in terms of rotation. You don't need to worry about translations right now. The translations of the pelvis can come later. The height of the proportions' pelvis will determine how high the model's pelvis is off the ground which is good for ensuring the feet still line up properly even after the height is changed.
Ahhh. After some messing around, I changed the look of the bones (they originally appeared as spheres) and now I can see that they are quite out of whack.... My bad. :|
So I restarted the reference rig, redoing all the bones. Things are working correctly now. :D [url]http://i.imgur.com/rCCdRGu.png[/url] I am wondering how I would go about adjusting the head angle to look up more and make the posture a little more straight (which I'm almost 100% certain isn't due to bone rotations now x3) [url]http://i.imgur.com/Xfw2iIb.png[/url] Anyway, thanks so much for your help.
You might want to raise the pelvis a little bit too. That along with ikchains will help you keep your feet levelled without her walking like she's crouching forever.
Last questions, how would I go about scaling it all down and if you mean Source Film Maker for the model viewer I can't find the viewer.
If you scale it all down, just scale everything meaning the model and the skeleton both, then re-export the skeleton as the proportions. Regarding SFM, when you boot it it should ask you if you want to boot the SDK or the standard SFM tool. Go with the SDK instead and that opens a window very similar to how Source SDK looked. Lastly, I should elaborate a little more. Even though I've said this a few times I haven't really broken it down. In the proportions file, the height of the pelvis will actually control how high the player in-game's pelvis is off the ground. You'll basically take it and line it up so the knees are partly bent. If you see the legs snap in to a straight 180 degree line when walking then lower the pelvis just a bit more until it's gone. From there, adjust the values on $ikautoplaylock. Ex: [code]$ikautoplaylock rfoot 0.5 0.1 $ikautoplaylock lfoot 0.5 0.1[/code] The first value, 0.5, dictates how high the foot is off the ground. Generally values between 0-1 are acceptable enough, but you can go higher or go lower into the negatives if need be. The second value, 0.1 can be left untouched (or even at 0). This controls the rotation of the foot and isn't really necessary. lfoot and rfoot are the names that should have been called by $ikchain in the QC already. Sorry if this is all overly complicated. This is honestly not a standard method and people are still trying to figure out why this ridiculously hacky method may or may not be useful to them.
Thanks for explaining in depth. You've been really helpful. It doesn't sound like I [I]need[/I] the HLMV do I? Because the SFM one won't load models for me either.... So making the legs straighter is fairly simple and I'm currently messing around with it. However, I still have two issues that I can't seem to fix: [url]http://i.imgur.com/GGE16Uc.png[/url] Things are looking more correct than they were but I have no idea how to fix these weird bending points and the upper body is still not right (in fact the upper body got worse when I fixed all the bone rotations). If you need to take a look at the new SMDs I can send them again.
You don't need HLMV but it's certainly useful for the initial set up along with testing different parts of the model. Pressing F5 in modelviewer is better than booting GMod over and over each time you want to test something. I personally just compile everything to a gmod configuration in SFM and copy it over when I test it in GMod. It's a pretty lousy method but it works after steampipe and I got used to it enough. As for the SMDs, go for it.
Here's the files: [url]http://www.mediafire.com/download/m89tu4hd6ylwf07/SMDs.zip[/url]
I have no idea how Blender handles translations or bone editing but it just needs some minor adjustments and it should be fine enough. [t]http://i.imgur.com/hLmkWDc.png[/t] [t]http://i.imgur.com/8XUNm1N.png[/t] They're really just not lined up with eachother properly and they're still not entirely lined up with the reference skeleton. Does blender have value boxes for x, y, z that you can just copy and paste?
Dang. It doesn't look like that in blender. :T Yes, there are boxes for those values. However, they won't be the same between a posed rotation (reference rig) and untouched skeleton (actual rig). I'm pretty sure it's not that way in 3ds Max though. Just tried another player model to test. I made sure the bones were [I]exact[/I] rotations and it was still messed up at some spots ingame. It might be something caused by Blender...
I installed 3ds Max and got thing set up. I'm a little bit lost. x3 So I imported the rigs and the problem seems to be with the main rig (which is pretty messy like in your picture), not the reference rig. How do I fix this without messing up how it deforms the mesh? (I've never used 3ds Max before, so I don't know how bones/bone editing works)
You can detach the bones and manipulate them so they have some better rotations. After that you can re-attach them and go to the animation menu in the top, then open the bone tools. Select the bones and click realign / reset stretch. Go back to the model in the skin modifier, scroll to the advanced parameters section, and then just uncheck / recheck always deform to reset the deformation.
I'll give that a shot. I may actually just remake the armature so things are overall more organized. Thanks for helping me find the cause of all this.
Hello CaptainBigButt, thank you for this method, I've been experimenting with it it for a while and it's really nice. And thank you for explaining this more closely. There are a few things I didn't really understand and that always bothered me. Would you mind anwering this? First, is it right that you deleted the original MMD skeleton and imported a ValveBiped for the model? I once tried keeping the MMD skeleton for the rig and the limbs were flying all over the place. Now I'm fitting the ValveBiped in the mesh. I hope I'm not on the complete wrong way since that first turn... Next, I have three files. Let's call them body.smd for the rig and your proportions.smd and reference.smd. While it is clear, that the reference.smd is an original ValveBiped, I haven't really understand the difference between the proportion.smd and the body.smd that is rigged. Before you released your QC files, I thought they were the same and just put the body.smd together with reference.smd in the line: $animation a_proportions "references/body" subtract reference 0 I didn't see anything bad when I did it like that, but I really want to understand the difference here. How do you get the rotations on the reference.smd? Doing it before moving the bones isn't possible, because the arms are at different height and I have to move the bones first. Right know I'm always using Animation/Save Animation to save a .xaf file and then I load only the rotation from that file and apply it to the ValveBiped. Is there an easier method in 3ds Max, because I think I'm doing it wrong. In your qc files, you are using $definebone manually. I never used that before and it seemed to work anyway (For this you have to run studiomdl with -definebones, right? Which .smd file did you use?). I tried it your way, but I didn't see a difference. For now, I just commented out standardhierarchy.qci and commonbones.qci. Am I missing out on some advantages? Thank you for your time.
3ds max doesn't have a PMX importer that I am aware of, so I import models through blender and export them for use in max. By the time all of that is done, the skeleton isn't really in the best shape in the first place. I usually just delete it -- it's generally necessary for playermodels since renaming the bones often results in a handful of issues. The reference.smd file is the original unedited skeleton for the model you're replacing. In this case you'll want the GMod biped (male or female). The proportions.smd file is basically the modified skeleton alone -- it can be identical to the one you use in the reference model. In my case, the only change was that I rotated the arms a little bit so the arms were pushed out and didn't clip with the huge device on her pelvis. You might have to do the rotations manually. I tried to import animations as well but I couldn't find any fancy way to import the rotations alone. Until someone comes forward with an easy way to do it, manually doing it is the only way I know of. As far as $definebone, I use it to avoid a couple of issues but if your model works without it then you shouldn't need to worry. It's fixed some alignment issues for me in early testing and I use it now to make sure all of the bones are kept rather than optimized out. It collapses 49 bones if I don't and fails to compile when it suddenly can't find the helper bones. I basically generate it the way you said, but I copy the main QC first and comment out the hierarchy, ikchains, helperbones, commonbones, jigglebones, and animations, then uncomment the define animation. The define animation just rotates every bone so that when the definebone set is generated, it thinks all of them are used.
I have a near completed player model now, and the last thing I have to do is a small issue this time. How would I fix this off weapon position? [IMG]http://i.imgur.com/KOfsSIR.png[/IMG]
I'm not currently sure if there is a way. Weapons are just bonemerged with the right hand. A good with and correct rotations might fix what you have but I'm not sure if there's an effective way to actually move the weapon alone or not yet.
I'm guessing the attachment bones on the hand have no effect on this then?
I am not 100% sure but I am fairly certain those were only there for an easier way to handle a sequence where the model picks an object up. You could try messing with the coordinates but I'm not sure it'll do any good.
I have this line in my qc, but the ragdoll still uses the default rig positons and rotations which results in messed up hands. I'm not sure how to apply the proportion fix to the ragdoll too. [CODE]$sequence ragdoll "ragdoll_reference" FPS 30 activity ACT_DIERAGDOLL 1[/CODE] (I've also tried different rigs, but it doesn't seem to respond to this line either way)
The ragdoll mesh was just built off the standard citizen one. Honestly you just need cylinder to cover the necessary limbs, blocks on the hands and feet, and perhaps a bit of a deformed sphere on the head. Each of those blocks assigned to a bone in the physics model is called a hull. To create the hulls, just drag verts out until they cover the edges of your character nicely enough. View existing physics models on HL2 models to see how it works specifically (HLMV or in-game with 'vcollide_wireframe 1'). A ragdoll can have a maximum of 25 hulls. Each hull is only assigned to one bone. Regarding proportions, the physics model is just built from the reference model on the modified skeleton. The ragdoll_pose animation is just the skeleton of the physics model to ensure it spawns. As a ragdoll, only bones attached to a hull will move. View what an HL2 citizen physics model looks like in blender if you didn't already plan on that by now, but add a couple of hulls to the clavicles and one or two to the spine if you wish so they can by used by people who pose. Smaller bones like fingers and toes generally aren't necessary. There's currently some distortions caused on bones not attached to hulls but this has already been fixed in the next update for Garry's Mod as soon as it's out. To test with it now, swap to the dev branch by right clicking on GMod in your game list, clicking properties, and then clicking the betas tab and swapping to the dev branch.
Ah. I have seen physic models but didn't know what they were for. :T The problem does fix in the dev version though.
Good job figuring this stuff out. A quick test with CS:GO. [t]http://cloud-4.steampowered.com/ugc/37484169425344570/0A8F0ABC0A4A88A6D776DF039B687E30562E76C4/[/t]
Yea i don't get it when you say rotations only i have to rotate the origanal to match my modified skeleton
Hello, I'm kinda new to making playermodels and am having some issues if anyone could help. basically the model looks good in HLMV but in game the model is stretched [IMG]http://i.imgur.com/iIkE0Mm.jpg[/IMG] here is what my qc looks like: [URL="http://pastebin.com/mBnxrRqR"]http://pastebin.com/mBnxrRqR[/URL]
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