Hi all, and Happy New Year.
Sorry if this is in the wrong place. I have ported these models to SFM:
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=122958590&searchtext=rosalina[/url]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=124688930&searchtext=conker[/url]
I have tried to write custom IK rigs for them, but am getting a number of problems with them. Rosalina's rig causes her limbs to twist strangely, while Conker's rig just plain does not work.
Does anyone have any idea what I could be doing wrong? I would greatly appreciate your help.
These are the IK rigs I wrote:
[url]https://www.dropbox.com/s/a1udatoksh7gmcg/rig_biped_mario_rosalina%20%28problems%29.py?dl=0[/url]
[url]https://www.dropbox.com/s/rmp0pqq3hh421yx/rig_biped_cbfd_conker%20%28problems%29.py?dl=0[/url]
Bumping.
If there is anyone out there who is good with IK rigs, I would greatly appreciate your help! You will get full credit, of course.
Seriously, I want to help you though but I had a lot of stuff to do. Anyways, I have create an SFM IK rig for LuigiMario's Conker model [url]https://www.dropbox.com/s/qvwiax97y4hcavh/rig_biped_N64Conker.zip?dl=0[/url]
His legs might be little bit glitches when you move his pelvis, but that is all I do a best. :P
Also, add a tails and jaw joint rigs. My first time to creating a complex rig with extra bones.
As for Rosalina, I need a model as .mdl along with other files extract from Gmod addon. (since I haven't downloaded it from Gmod addon)
[sp]I am just a one person who creating a lot of custom SFM IK rig stuff??[/sp]
I can write your IK rigs. Give me about 20 hours from now - I'm going to bed now, and I have things I need to do when I get up.
If you can provide a link to download the models without the Workshop (uploaded to dropbox, or mediafire, or something like that) I would appreciate it. I'd rather not deal with the Workshop for models I don't intend to use such as these - I want to drop them into a temp folder, build their IKs and get them working, give you the IKs, and delete the models again.
I can work with them as Workshop, but I would be a lot happier without.
Thanks for your replies.
[QUOTE=Thelombax51;46859865]Seriously, I want to help you though but I had a lot of stuff to do. Anyways, I have create an SFM IK rig for LuigiMario's Conker model [url]https://www.dropbox.com/s/qvwiax97y4hcavh/rig_biped_N64Conker.zip?dl=0[/url]
His legs might be little bit glitches when you move his pelvis, but that is all I do a best. :P
Also, add a tails and jaw joint rigs. My first time to creating a complex rig with extra bones.
As for Rosalina, I need a model as .mdl along with other files extract from Gmod addon. (since I haven't downloaded it from Gmod addon)
[sp]I am just a one person who creating a lot of custom SFM IK rig stuff??[/sp][/QUOTE]
Thanks for that Conker rig, it works great! I tried to learn what you did and replicate it with my own rig, but for some reason, my rig causes his limbs to twist in odd ways. Kind of like what is happening with my Rosalina rig.
[QUOTE=Gmod4ever;46860491]I can write your IK rigs. Give me about 20 hours from now - I'm going to bed now, and I have things I need to do when I get up.
If you can provide a link to download the models without the Workshop (uploaded to dropbox, or mediafire, or something like that) I would appreciate it. I'd rather not deal with the Workshop for models I don't intend to use such as these - I want to drop them into a temp folder, build their IKs and get them working, give you the IKs, and delete the models again.
I can work with them as Workshop, but I would be a lot happier without.[/QUOTE]
Thanks mate. Here are the downloads (but only Rosalina should be needed now):
[url]https://www.dropbox.com/s/wjg9i5im1djfa6c/rosalina.rar?dl=0[/url]
[url]https://www.dropbox.com/s/j2g4nk9bv1jcf89/conker.rar?dl=0[/url]
I remember reading the IK rig guide you wrote in the SFM Resource Mega thread. What I generally do when I write custom IK rigs is simply comment out unneeded lines (for bones that don't exist), change the allRigHandles variable, and so on.
It seems to sort of do the job, aside from the fact that my IK rigs cause the limbs of the model to twist in strange ways.
It's not the IK rig that causes the twisting, but the fact the model is desperately under-rigged. Also behaves as though the bones may be aligned weird.
It'd be in your best interest to give her some clavicle and toe bones, and integrate them into your rig. You may also want to make sure the bones are rotated in a way that makes sense.
Here is the rig I wrote, took less than 4 minutes, and the limb twisting still occurs. Again, it's not the rig - it's the model.
[url]http://a.pomf.se/iaenoh.rar[/url]
[QUOTE=sonosublime;46862301]
Thanks for that Conker rig, it works great! I tried to learn what you did and replicate it with my own rig, but for some reason, my rig causes his limbs to twist in odd ways. Kind of like what is happening with my Rosalina rig.
[/QUOTE]
No problem. I have a few tricks to make IK rig on custom model without toes bones (even a shoulders). Which I have done on various models.
It's a model itself that cause a limbs to twist in odd ways, because of "Pivot" bones, which the porter rigged up on 3D program.
But It is easily way to fix it, just look up the line said [B]"Create the rig handles and constrain them to existing bones"[/B] and scroll down for [B]rigKnee[/B] and [B]rigElbow[/B] both left and right. And change [B]"vKneeOffset"[/B] to [B]"vs.Vector"[/B]
Example:
[code]
rigKneeR = sfmUtils.CreateOffsetHandle( "rig_knee_R", boneLowerLegR, vs.Vector( 0, -10, 0 ), bCreateControls=False )
rigKneeL = sfmUtils.CreateOffsetHandle( "rig_knee_L", boneLowerLegL, vs.Vector( 0, -10, 0 ), bCreateControls=False )
rigElbowR = sfmUtils.CreateOffsetHandle( "rig_elbow_R", boneLowerArmR, vs.Vector( 0, 10, 0 ), bCreateControls=False )
rigElbowL = sfmUtils.CreateOffsetHandle( "rig_elbow_L", boneLowerArmL, vs.Vector( 0, 10, 0 ), bCreateControls=False )
[/code]
Now change a number of value to 10 or -10 (or you can insert more than)
You need to changing a value until it looks right. That is how I fix for various models I did it so far.
Tell me if that work...
Thank you both for your extremely helpful replies.
I agree that the models' bones are probably the problem. However, I tried that vs.Vector trick for my Conker rig, and it works great.
However, Rosalina's rig is still causing problems, even after the vs.Vector change is made to it. She has mostly the same bones as Conker as well (i.e. they both do not have collar bones or toe bones).
However, her knees seem to be way off-centre after the rig is applied. Do you guys think that the bone rotation and positions are the problem here?
[QUOTE=sonosublime;46869152]Do you guys think that the bone rotation and positions are the problem here?[/QUOTE]
It's clearly hard to tells....
There're various of models has a different pivots bones (and games), but it is up to the rigger anyways.
However, putting [B]"vs.Vector"[/B] and a number(s) of value will forced it. But not work perfect for every models, so far.
If model has a collar bones may helps just little bit...
Just keep changing vs.Vector value until you think that is right, and keep testing on SFM.
Anyway, I have been playing tricks with your IK rig for Rosalina model [url]https://www.dropbox.com/s/pa01ow4ar8185iv/rig_biped_mario_rosalina%20%28Fix%29.zip?dl=0[/url]
Her legs may move in odd way when you move her foot away, you can fix it by move "rig_knee" in Animation Set Editor. Her arms are looks fine but there's some issue when you move her arm to other side, try move a "rig_elbow", it's still doesn't look perfect because she is too low polygons. :P
Wow, that Rosaline rig works great! Thanks a lot!
So do you suggest that, if the model only has upper arm bones or collar bones (but not both), I should use collar bones in the IK rig script regardless (over using upper arm bones)?
And what sort of rule of thumb do you use when playing around with the vs.Vector values?
[QUOTE=sonosublime;46890842]Wow, that Rosaline rig works great! Thanks a lot!
So do you suggest that, if the model only has upper arm bones or collar bones (but not both), I should use collar bones in the IK rig script regardless (over using upper arm bones)?
And what sort of rule of thumb do you use when playing around with the vs.Vector values?[/QUOTE]
I never did that before, but it's possibly to do that....just using a collar bones, and deleting [B]upper arms[/B] on the script...and keeps the legs. (it they had)
Also, I had did it something for model without legs rigs, if you want to take a look [url]https://www.dropbox.com/s/nkbad8mi9eionec/rig_biped_ZGrute.py?dl=0[/url]
Thanks for sending me that script. I was about to ask how you would go about IK rigging someone who doesn't have a knee (i.e. a person with a peg leg), but I can see that you simply comment out the parts of the script pertaining to knee joints. I'll give that a go and see how it works out.
Ok, so I had a go at rigging a model that has a peg leg (i.e. he does not have a right foot or toe bone).
However, with the nature of the way that the script puts elbows and knee joints together, this results in my rig not having a right elbow when I comment out the right knee joint.
Is there a better way I can go about this?
Hmm, just send me a model for looking at it. :P
Maybe I'd try some.
Alright, thanks :D
Here it is:
[url]https://www.dropbox.com/s/h2gwiuqytwev2c8/klomp.rar?dl=0[/url]
Bumping.
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