The Witcher 2 - Character Models

I will post information about my The Witcher model ports here:

Geralt of Rivia:

http://cloud-3.steampowered.com/ugc/432647521694890655/6C889DF299163B25196D9DF8417443932A94F5F7/[/t]
[t]http://cloud-4.steampowered.com/ugc/432647521694893206/8138F20FE219F96E4486CD5B22296C550C553971/[/t]

Features:

  • faceposing
  • fingerposing
  • about 90 model parts such as boots\gloves\belts, which can be added/changed with easy bodygroup and bone merging tools
  • model is rigged on ValveBiped skeleton

Credits:
porting, rigging, fingerposing, faceposing - HardyStyled
faceposing - Ninja Nub
additional help - NikouT
models, textures - CD Project RED

PS:
I can’t upload this addon to workshop because of it’s size (700mb), and it’s not option to split it into parts (hard to update files), so just download file I posted and be happy.

Final version. You can download it here

Triss Merigold:

[t]http://cloud-4.steampowered.com/ugc/433776474662907639/D67EF75BEDB187B59AC3135F87553036370BECBF/[/t]

Features:

  • faceposing
  • fingerposing
  • skingroups
  • bodygruops
  • model is rigged on ValveBiped skeleton

Credits:
porting, rigging, fingerposing, faceposing - HardyStyled
models, textures - CD Project RED

Download:
Steam Workshop (Gmod)
Steam Workshop (SFM)

Letho of Gulet:

[t]http://cloud-4.steampowered.com/ugc/432649132527652654/0D7F36E3F2BBCD0C9F166A10ABB1E11241915BB3/[/t]

Features:

  • faceposing
  • fingerposing
  • bodygroup
  • model is rigged on ValveBiped skeleton

Credits:
porting, rigging, fingerposing, faceposing - HardyStyled
models, textures - CD Project RED

Download:
Steam Workshop (Gmod)
Steam Workshop (SFM)

Zoltan Chivay:

[t]http://cloud-4.steampowered.com/ugc/432649132651218119/E7506E25704AEAC56F6FB7B188BB42B8E86F1FC6/[/t]

Features:

  • faceposing
  • fingerposing
  • model is rigged on ValveBiped skeleton

Credits:
porting, rigging, fingerposing, faceposing - HardyStyled
models, textures - CD Project RED

PS:
I’m sorry for weird faceposing (if it is so), because of this beard, which made me a lot of problems. Also, model is rigged on modified ValveBiped skeleton, which makes playing standart animations possible, but model will be messed up, it’s not fixable.

Download:
Steam Workshop (Gmod)
Steam Workshop (SFM)

And some posters from TakeOFFFFy[sp](actually, a lot of)[/sp]:

[t]http://fc05.deviantart.net/fs71/f/2014/050/a/a/turn_undead___witcher_by_takeofffly-d775ppu.png[/t]
[t]http://fc08.deviantart.net/fs71/f/2014/014/d/0/the_nightwatch__thranduil__by_takeofffly-d7273ai.png[/t]
[t]http://cloud-3.steampowered.com/ugc/432647521694895952/033272D5F2545EE919E34E1BFE601B0EFB080686/[/t]
[t]http://cloud-2.steampowered.com/ugc/432649132537808309/9ED22395F709ACE3781065C3CFDDC0E42F03D68C/

Looking nice.

Hopefully you’ll actually bring him to completion. We’ve had a few other people work on Geralt of Rivia, but they all disappeared without a trace.

I am liking the emphasis on SFM compatibility, too.

This is great. I’am a huge Witcher 2 and Witcher fan. Though I’am curious. I saw that some of the pants meshes have small leaks (near the crotch and a bit low from one of the knees) in them when I was porting some Witcher 2 stuff from Skyrim.

Yeah, first 2-3 meshes are little bit bugged, while I was making optimal way to export. I will remake them.

Fuckin’ finally! Great piece of news, mate!

So, I’ve got a giant problem. Orangebox compiler won’t compile model with more than ~20 bodygroups and kills weight skin:

But, SFM compiler works perfectly:

So the question is, how to import compiled model from SFM to Gmod without crash or invicibility of the model. Or, how I must compile models without many bg. For example, I compile each model with 1 armor mesh and all other bodygroups, but there will many of them and model will be killed again.

I expected this to happen. Source can’t handle that many bodygroups (I think the max is 32.). I was going to suggest to compile the model with different armors and all that though you would probably never finish it. OR split the model into parts like part 1 contains bodygroups from 1-8, part 2 contains from 9-17 and so on.

That makes bodygroup combining awful

Yeah.

So, what do you suggest: 36 types of body, 6-9 types of belts, 16 types of boots, 16 types of gloves, 7-8 types of hair, 20 types of pants. So, all hair, scarbards and equipment like hook (about 2-3 models) must be in each model. Each model can hold about 14-16 bodygroups.

Perhaps. I’am not very well versed in bodygrouping.

Can’t imagine propotions of bodygroups of each model.

There is a third option available, as opposed to your discussed methods of finding a way to have all bodygroups in one model, or various models with different bodygroups.

It is a very hacky method, and requires the assistance of Lua, but it is hypothetically doable:

Lua has a method available to it, known as bone-merge. What it does is, when you have two or more models with the same exact skeleton, it will weld their bones together, taking their skins with them, and make them behave effectively as a single model.

You can exploit this fact in the following way:

Make 1 model that is exclusively all the boots. Not just boot bodygroups - the mesh is literally just all the different types of boots. There are no other bodygroups at all. No shirts, no pants, nothing. Then make another model that is exclusively all pants, a third that is all shirts, and so on, so each different bodypart is it’s own model.

The important part is that each model contains the full skeleton.

Then, with the assistance of a custom Lua tool (I can help you with this, if you choose to do this way), you can have a “Geralt Spawner”, which will spawn these various ragdolls individually, and then bonemerge them all together so it looks and acts like a single model.

Then, with a modified bodygroup tool, you can allow all the different bodygroups to be changed by having it manipulate all of the base ragdoll’s children - boots, pants, shirts, etc, etc.

It’s a very hacky method, and I don’t guarantee it to work. But with my experience with both bone-merge and Gmod Lua in general, I can’t see why it wouldn’t. The only possible point of concern I can see is the Source engine shitting itself with all of those ragdolls occupying the same bonemerged space.

So, I must create just a model without phymodel for each body part. Create, for example, model with only Geralt’s head and bodygrouped hairstyles with phymodel. And then with bone-merging make a full armor set, right?

That is correct, with the exception that you must have a physics model on at least one of them.

I recommend you clearly mark one model as a “core” model (if nothing else, just for me, so I know what model to bone-merge everything to).

When you bonemerge two models together, the submissive model (the one who is snapped to the other) loses all collisions. However, the dominant (the one who is snapped to), retains its collisions and physics.

If I snap every model to a single dominant, the “core” model, then they will use its physics.

You do not have to include physics for the other parts. It wouldn’t hurt if you did, however.

All you have to remember is your “core” model must have the full physics model. Basically, just use the physics model you most likely already have.

Ok, thank you. And there is special bonemegring tool or just manipulating with console commands?

This might be it:

The raw way to do it in Lua is


ChildEntity:SetParent(BaseEntity)
ChildEntity:AddEffects(EF_BONEMERGE)

I do not know what methods the tool that Ellis suggested uses, but I suspect it uses these methods (though since the author mentions “algorithms”, it may use some other, less-effective way to achieve it - or the author may just be trying to sound smart).

I would use the built-in Source method, myself. The EF_BONEMERGE method is what Valve uses to put weapons in players’ and NPCs’ hands, and it seems to work pretty reliably.

Gonna try, thanks

Bonemerging goes well, but it losts bodygroup after attaching, returning to the first bodygroup. It look like I need to compile each bodygroup into new model.

So, fingerposing broke, seems like I need to include gloves as bodygroups in head base too.