tyokio Posted February 3, 2009 Author Share Posted February 3, 2009 The thing is I think the rigging tutorial should have input from more then just one person because I haven’t had any luck getting a test model I made to work. I'm going to make a much simpler box man model to try out theories more efficiently. Right now I rig the current model well enough to test it out but when placed in game it either acts as if the model isn’t rigged at all or just makes it look like a mashed up mess. I believe the reason the pre existing models were so easy to get in game is because I imported them with the skinning data still attached, so when I added the bones it was able to just take that data and rig it almost perfectly. That’s my theory at least. plus I think the tutorial should be geared towards the advanced user. There’s no way a person who doesn’t know how to use 3d software would be able to do this.. Its complex enough for me and I’ve been working with 3d stuff for years. So what ever information can be gathered would help grasp a better understanding on the Do's and Don’ts of rigging for Fallout 3 These are the facts I know about right now. 1: The upperbody mesh consists of the Torso and the legs. 2: The Arms consist of the Right lower arm, the Right upper arm and the left upper arm. The left upper arm is 2 different meshes called "pipboyon" and "pipboyoff" 3: Each mesh is rigged to particular bones (listed in the following image) Right arm refers to the mesh titled (Arms) (link) 4: with the dismemberment effects, each partition is assigned to particular faces on the mesh. you will see that in 3dsmax when you select one partition (eg the left leg) you will notice the faces on the left leg will now be selected. This was information taken from a file I imported to max. other then that I'm pretty stumped to be honest. It worked for the Pre Existing Nif but when attempted on a fresh model it didn’t work at all. I'll have to see what I can come up with when Rigging the boxman model. EDIT: I'm also going to try out the new niftools plugin for max (Version 3.3) Link to comment Share on other sites More sharing options...
Baelkin Posted February 3, 2009 Share Posted February 3, 2009 Hmm I think the "jumbled mess" you describe could be due to the mesh not being weighted correctly to the bones or something along those lines. There's a "tutorial" available here on the Nexus on making custom armour meshes by the user Growlf, but it's using Blender as the base which makes it a little difficult, at least to me, to translate the information to 3dsMax use, as I'm by no means a Max expert. Link to comment Share on other sites More sharing options...
tyokio Posted February 3, 2009 Author Share Posted February 3, 2009 Thats what I'm assuming too, either that or parts of the mesh are rigged to bits they shouldnt be. I had this happen when I attempted rigging for oblivion so I imagine it will has some of the same principles. Well, I tested the box man model to see if it would work and it worked almost perfectly (appart from the odd poorly rigged parts) http://i2.photobucket.com/albums/y7/tyokio/PLOP-1.jpg Right now I believe it has something to do with the two bones " L UpArmTwistBone" and "R UpArmTwistbone" because when I rigged the box man I made sure those two bones had no influence on the model at all. on the other model, I had those bones have some influence so I shall remove the influence from those bones on the complex model and try it again. I will also use the Envelope tools rather then the paint weight tools as I seem to get a more even result with them. EDIT: Its confirmed that this was definatly causing all the trouble. got the complex model working only using the envelopes this times. Link to comment Share on other sites More sharing options...
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