• TF2 rigging in xsi
    7 replies, posted
I'm working on a new model to replace the medic. Everything has gone fine so far- I have a single mesh, and i have imported the medic's reference mesh without problems. however, when I apply the weightmaps, tweak them and export, the rig gets moved out of shape- the the torso's bones gets put on top of the feet or something or other whilst the mesh stays in place, which means that the mesh is horribly disfigured when animated- even though the bones are in the right place in those animations. I've checked, and it's definitely the export that messes up the rig- so how can i fix this? take in mind that I'm using the nulls from the medic's reference mesh, but since i haven't moved them they should be fine. is there a better rig available perhaps?
Have you frozen all transformations? If you don't, you'll end up with a deformed character within your game.
[QUOTE=Pasadena;26471811]Have you frozen all transformations? If you don't, you'll end up with a deformed character within your game.[/QUOTE] the mesh isn't what's messing up on the export, it's the rig. I'm absolutely sure that there's nothing wrong with the mesh.
If it's the rig I'm guessing it's because the animations and bones were made my Valve FOR the Medic mesh, and they intended it to stay there. I trued using pre-made bones for a mesh, and it came out deformed too. I'm sure there's a way around it; I just have no idea what it is. It might sound stupid and/or complicated, but why don't you try rigging it with your own bones? Export it, and see if the rig is still messed up. If it is, it must be something you're doing when rigging the mesh.
I tried that, but I can't for the life of me get a rig working perfectly with the original animations. i noticed that Valve exported the players from maya, so i'm going to give that a try.
I suggest double checking the bone weights you applied and perhaps rigging the model all the way yourself, XSI has a bad habit of screwing up the rig when you import the original mesh. Since you used the original weight map, the problem got into your model. Animations or skeleton are not the problem, I'm pretty certain of it. L4D survivors are the only models I know having problem in the skeleton and even in their case it's only the right hand. In this case it's hard to say without a picture of the problem.
You want pictures, here you go: what I should get: [img]http://filesmelt.com/dl/Capture22.JPG[/img] and this is what happens: [img]http://filesmelt.com/dl/Capture20.JPG[/img] face hidden to avoid shitstorm EDIT: could it be something to do with the qc? although the smd is broken before the compile, so that can't be right. EDIT2: maya 2011 won't let me use the plugins and I can't get hold of maya 2009. so why can't I do this? what does every other tf2 modeler use? EDIT3: I tried to import and then export the physmodel smd without touching anything, and i got the same problem. [img]http://filesmelt.com/dl/Capture32.JPG[/img] this means that the rig is getting messed up export for some reason, though i have a feeling i know what to do now. EDIT4: PROBLEM SOLVED! on the export, the 'remove top level bone' was checked, which was already done the first time the smd was exported. this needs to be unchecked when compiling a model with an imported rig!
I'm glad you managed to sort it. (:
Sorry, you need to Log In to post a reply to this thread.