Compensating for different model proportions (wider shoulders, hips, etc.)
4 replies, posted
Howdy!
I whipped up another custom model this afternoon, compiled it, and imported the running animation sequence.
The [URL="http://www.youtube.com/watch?v=kozCiXexdbY"]first version[/URL] was really screwed up due to bad enveloping, but once I fixed that, I noticed that his arms and legs were still inside his body: [url]http://youtu.be/ehwpuK_Fu8g[/url]
This is because his hips and shoulders are wider than the standard Valve biped.
When I hold down CTRL in Source Filmmaker, I see my model has the standard pelvis size:
[IMG]http://www.xdude.com/images/valve-pelvis.jpg[/IMG]
Rather than my custom pelvis size:
[IMG]http://www.xdude.com/images/softimage-pelvis.jpg[/IMG]
My question is: can I modify my SMD or QC file to create a custom pelvis size? If so, where/how would I start?
Thanks!
if youre using valvebiped, then no.
Are there alternatives? If I make my own skeletons from scratch, would I be able to import Valve animation sequences?
Just experimented with using the Male_06 reference instead of Male_05.
Edited Idle_subtle.smd in the Male_Animations_sdk folder, adding 50 to the value of the hip location for a number of frames.
The result:
[IMG]http://www.xdude.com/images/snowman-hip-moved.jpg[/IMG]
Somewhat relieved to know that the pelvis size isn't set in stone; rather, it's dictated by whatever animation is being used.
The DOWNSIDE is that if I want my custom-sized characters to use the ready-made animations, I'll have to manually edit vertex locations in every single frame of every SMD.
And/or write a program that does it for me. ;)
...or, I suppose, I could just manually drag the placement of the hips and shoulders in SFM!
[url]http://youtu.be/ObCwTyTbei0[/url]
Hooray!
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