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	<id>https://wiki.thedarkmod.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=24.21.150.68</id>
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	<updated>2026-04-30T08:12:58Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Motion_Builder_tutorial&amp;diff=2404</id>
		<title>Motion Builder tutorial</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Motion_Builder_tutorial&amp;diff=2404"/>
		<updated>2007-03-31T23:14:25Z</updated>

		<summary type="html">&lt;p&gt;24.21.150.68: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;oDDity&#039;s motion builder tutorial for all us animators.&lt;br /&gt;
http://208.49.149.118/TheDarkMod/Tutorials/MB_tut_01.avi&lt;br /&gt;
Requires this codec:&lt;br /&gt;
http://www.divx.com/divx/play/&lt;br /&gt;
&lt;br /&gt;
One thing not explained in the video - layers are actually for seperating animation timelines for the entire body, not seperating body parts.&lt;br /&gt;
&lt;br /&gt;
Body parts already have their own channels within a layer - just select the body part and the keyframes shown in the timeline will only be the keyframes for that body part (provided you are in &amp;quot;body part mode&amp;quot;, as shown in the vid).&lt;br /&gt;
&lt;br /&gt;
Layers can be used to easily layer movements over one another and keep them seperate and editable.  This has two major uses;&lt;br /&gt;
&lt;br /&gt;
= Layering movements =&lt;br /&gt;
Just say you wanted to animate someone shaking their fist.  You have a bunch of keyframes in quick sucession that move the fist back and forth rapidly.&lt;br /&gt;
&lt;br /&gt;
What if you wanted the fist to move upward slowly over time?  Without layers, you&#039;d have to edit each key frame and move the hand upwards by a small amount, like old fashioned stop-motion animation, and you&#039;d be stuffed trying to get fluid movement, and it would take forever.&lt;br /&gt;
&lt;br /&gt;
Well with layers, you just make a new layer, and create the upward movement of the fist using just 2 new keyframes.  Now the upward movement and the shaking are blended together.  Easy!&lt;br /&gt;
&lt;br /&gt;
= Pose tweaking =&lt;br /&gt;
Say you have a walking animation. You decide that he&#039;s not leaning forward enough for the entire animation. In Maya, with only a single timeline, you&#039;d have to go through every keyframe for his back and rotate it forward.&lt;br /&gt;
&lt;br /&gt;
But in motion builder, you just make an empty layer, and set one keyframe a the start for the back, rotate it in the positoin you want it, et voila, the entire walk animation has him walking the way you want him to. I have a layer specifically for this, that I call &amp;quot;pose tweaks&amp;quot;.&lt;/div&gt;</summary>
		<author><name>24.21.150.68</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Advanced_character_rigging&amp;diff=2399</id>
		<title>Advanced character rigging</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Advanced_character_rigging&amp;diff=2399"/>
		<updated>2007-03-30T17:43:55Z</updated>

		<summary type="html">&lt;p&gt;24.21.150.68: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Advanced Character Rigging with Maya 7.0 ==&lt;br /&gt;
&lt;br /&gt;
by ascottk&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Introduction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skip to [[Advanced Character Rigging - Part Two]]&lt;br /&gt;
&lt;br /&gt;
Skip to [[Advanced Character Rigging - Part Three]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a brief overview of getting animated characters into Doom 3, go here:&lt;br /&gt;
[[Getting_Characters_and_their_Anims_into_Doom]] (you&#039;ll find the Maya 7 plugin here)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
http://img102.imageshack.us/img102/1323/thugcreationzx0.jpg&lt;br /&gt;
&lt;br /&gt;
Behold! I bring you life, cretin!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Maya is a beast of a modeling program &amp;amp; it has a big learning curve. When you get used it, you&#039;ll find that the work flow can be pretty quick. Turning your Maya mesh into an animated Doom 3 model will require a lot of patience &amp;amp; a lot of work because of the fine tuning the weights of an animated rig. Unforeseen consequences, . . . ahem . . . like submeshes clipping through another submesh and unintentional rigging of joints you don&#039;t want, can be frustrating but those are the reasons for this tutorial!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== First of all, here&#039;s a list of useful hotkeys: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alt + Left Mouse Button&#039;&#039;&#039; - Rotate the view port (&amp;quot;Tumble&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alt + Middle Mouse Button&#039;&#039;&#039; - Pan in the view port (&amp;quot;Track&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alt + Right Mouse Button&#039;&#039;&#039; - Zoom in the view port (&amp;quot;Dolly&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F1&#039;&#039;&#039; - Maya help (opens in a web broswer)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F2&#039;&#039;&#039; - Animation specific menus&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F3&#039;&#039;&#039; - Modeling specific menus&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F4&#039;&#039;&#039; - Dynamics specific menus (not very useful for Doom 3)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F5&#039;&#039;&#039; - Rendering specific menus (rendering current frames, texturing/lighting, etc.)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Need to know tools in Maya: ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outliner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://img181.imageshack.us/img181/9544/mayaoutlineryf8.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Editor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://img248.imageshack.us/img248/4402/mayaattributeeditorqd3.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paint Skin Weights Tool&#039;&#039;&#039; referred to occasionally as weight painter . . .&lt;br /&gt;
&lt;br /&gt;
http://img92.imageshack.us/img92/5351/mayapaintskinweightstf8.jpg&lt;br /&gt;
&lt;br /&gt;
This tool is the one you&#039;ll want to familiarize yourself with, especially the &#039;&#039;Replace&#039;&#039;, &#039;&#039;Add&#039;&#039; and &#039;&#039;Smooth&#039;&#039; functions in the &amp;quot;Paint Weights&amp;quot; rollout.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Of course we&#039;ll need a mesh to rig.&lt;br /&gt;
&lt;br /&gt;
Enter Diego&#039;s Thug character:&lt;br /&gt;
&lt;br /&gt;
http://img291.imageshack.us/img291/6441/diegothugtd8.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;amp; now we&#039;ll need a skeleton to rig the mesh to:&lt;br /&gt;
&lt;br /&gt;
http://img168.imageshack.us/img168/9492/tdmskeletonrf1.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that we have all we need to start, let&#039;s go on to Part Two:&lt;br /&gt;
&lt;br /&gt;
[[Advanced Character Rigging - Part Two]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Models]]&lt;br /&gt;
[[Category:AI]]&lt;br /&gt;
[[Category:Tutorial]]&lt;/div&gt;</summary>
		<author><name>24.21.150.68</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Advanced_character_rigging&amp;diff=2383</id>
		<title>Advanced character rigging</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Advanced_character_rigging&amp;diff=2383"/>
		<updated>2007-03-30T01:25:06Z</updated>

		<summary type="html">&lt;p&gt;24.21.150.68: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Advanced Character Rigging with Maya 7.0 ==&lt;br /&gt;
&lt;br /&gt;
by ascottk&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Introduction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skip to [[Advanced Character Rigging - Part Two]]&lt;br /&gt;
&lt;br /&gt;
Skip to [[Advanced Character Rigging - Part Three]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a brief overview of getting animated characters into Doom 3, go here:&lt;br /&gt;
[[Getting_Characters_and_their_Anims_into_Doom]] (you&#039;ll find the Maya 7 plugin here)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
http://img102.imageshack.us/img102/1323/thugcreationzx0.jpg&lt;br /&gt;
&lt;br /&gt;
Behold! I bring you life, cretin!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Maya is a beast of a modeling program &amp;amp; it has a big learning curve. When you get used it, you&#039;ll find that the work flow can be pretty quick. Turning your Maya mesh into an animated Doom 3 model will require a lot of patience &amp;amp; a lot of work because of the fine tuning the weights of an animated rig. Unforeseen consequences, . . . ahem . . . like submeshes clipping through another submesh and unintentional rigging of joints you don&#039;t want, can be frustrating but those are the reasons for this tutorial!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== First of all, here&#039;s a list of useful hotkeys: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alt + Left Mouse Button&#039;&#039;&#039; - Rotate the view port (&amp;quot;Tumble&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alt + Middle Mouse Button&#039;&#039;&#039; - Pan in the view port (&amp;quot;Track&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alt + Right Mouse Button&#039;&#039;&#039; - Zoom in the view port (&amp;quot;Dolly&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F1&#039;&#039;&#039; - Maya help (opens in a web broswer)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F2&#039;&#039;&#039; - Animation specific menus&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F3&#039;&#039;&#039; - Modeling specific menus&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F4&#039;&#039;&#039; - Dynamics specific menus (not very useful for Doom 3)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F5&#039;&#039;&#039; - Rendering specific menus (rendering current frames, texturing/lighting, etc.)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Need to know tools in Maya: ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outliner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://img181.imageshack.us/img181/9544/mayaoutlineryf8.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Editor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://img248.imageshack.us/img248/4402/mayaattributeeditorqd3.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paint Skin Weight Tool&#039;&#039;&#039; referred to occasionally as weight painter . . .&lt;br /&gt;
&lt;br /&gt;
http://img92.imageshack.us/img92/5351/mayapaintskinweightstf8.jpg&lt;br /&gt;
&lt;br /&gt;
This tool is the one you&#039;ll want to familiarize yourself with, especially the &#039;&#039;Replace&#039;&#039;, &#039;&#039;Add&#039;&#039; and &#039;&#039;Smooth&#039;&#039; functions in the &amp;quot;Paint Weights&amp;quot; rollout.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Of course we&#039;ll need a mesh to rig.&lt;br /&gt;
&lt;br /&gt;
Enter Diego&#039;s Thug character:&lt;br /&gt;
&lt;br /&gt;
http://img291.imageshack.us/img291/6441/diegothugtd8.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;amp; now we&#039;ll need a skeleton to rig the mesh to:&lt;br /&gt;
&lt;br /&gt;
http://img168.imageshack.us/img168/9492/tdmskeletonrf1.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that we have all we need to start, let&#039;s go on to Part Two:&lt;br /&gt;
&lt;br /&gt;
[[Advanced Character Rigging - Part Two]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Models]]&lt;br /&gt;
[[Category:AI]]&lt;br /&gt;
[[Category:Tutorial]]&lt;/div&gt;</summary>
		<author><name>24.21.150.68</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Advanced_character_rigging&amp;diff=2378</id>
		<title>Advanced character rigging</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Advanced_character_rigging&amp;diff=2378"/>
		<updated>2007-03-29T20:17:17Z</updated>

		<summary type="html">&lt;p&gt;24.21.150.68: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Advanced Character Rigging with Maya 7.0 ==&lt;br /&gt;
&lt;br /&gt;
by ascottk&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Introduction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skip to [[Advanced Character Rigging - Part Two]]&lt;br /&gt;
&lt;br /&gt;
Skip to [[Advanced Character Rigging - Part Three]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a brief overview of getting animated characters into Doom 3, go here:&lt;br /&gt;
[[Getting_Characters_and_their_Anims_into_Doom]] (you&#039;ll find the Maya 7 plugin here)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
http://img102.imageshack.us/img102/1323/thugcreationzx0.jpg&lt;br /&gt;
&lt;br /&gt;
Behold! I bring you you life, cretin!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Maya is a beast of a modeling program &amp;amp; it has a big learning curve. When you get used it, you&#039;ll find that the work flow can be pretty quick. Turning your Maya mesh into an animated Doom 3 model will require a lot of patience &amp;amp; a lot of work because of the fine tuning the weights of an animated rig. Unforeseen consequences, . . . ahem . . . like submeshes clipping through another submesh and unintentional rigging of joints you don&#039;t want, can be frustrating but those are the reasons for this tutorial!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== First of all, here&#039;s a list of useful hotkeys: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alt + Left Mouse Button&#039;&#039;&#039; - Rotate the view port (&amp;quot;Tumble&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alt + Middle Mouse Button&#039;&#039;&#039; - Pan in the view port (&amp;quot;Track&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alt + Right Mouse Button&#039;&#039;&#039; - Zoom in the view port (&amp;quot;Dolly&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F1&#039;&#039;&#039; - Maya help (opens in a web broswer)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F2&#039;&#039;&#039; - Animation specific menus&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F3&#039;&#039;&#039; - Modeling specific menus&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F4&#039;&#039;&#039; - Dynamics specific menus (not very useful for Doom 3)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F5&#039;&#039;&#039; - Rendering specific menus (rendering current frames, texturing/lighting, etc.)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Need to know tools in Maya: ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outliner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://img181.imageshack.us/img181/9544/mayaoutlineryf8.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Editor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://img248.imageshack.us/img248/4402/mayaattributeeditorqd3.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paint Skin Weight Tool&#039;&#039;&#039; referred to occasionally as weight painter . . .&lt;br /&gt;
&lt;br /&gt;
http://img92.imageshack.us/img92/5351/mayapaintskinweightstf8.jpg&lt;br /&gt;
&lt;br /&gt;
This tool is the one you&#039;ll want to familiarize yourself with, especially the &#039;&#039;Replace&#039;&#039;, &#039;&#039;Add&#039;&#039; and &#039;&#039;Smooth&#039;&#039; functions in the &amp;quot;Paint Weights&amp;quot; rollout.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Of course we&#039;ll need a mesh to rig.&lt;br /&gt;
&lt;br /&gt;
Enter Diego&#039;s Thug character:&lt;br /&gt;
&lt;br /&gt;
http://img291.imageshack.us/img291/6441/diegothugtd8.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;amp; now we&#039;ll need a skeleton to rig the mesh to:&lt;br /&gt;
&lt;br /&gt;
http://img168.imageshack.us/img168/9492/tdmskeletonrf1.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that we have all we need to start, let&#039;s go on to Part Two:&lt;br /&gt;
&lt;br /&gt;
[[Advanced Character Rigging - Part Two]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Models]]&lt;br /&gt;
[[Category:AI]]&lt;br /&gt;
[[Category:Tutorial]]&lt;/div&gt;</summary>
		<author><name>24.21.150.68</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Advanced_Character_Rigging_-_Part_Two&amp;diff=2366</id>
		<title>Advanced Character Rigging - Part Two</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Advanced_Character_Rigging_-_Part_Two&amp;diff=2366"/>
		<updated>2007-03-28T16:35:32Z</updated>

		<summary type="html">&lt;p&gt;24.21.150.68: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Advanced Character Rigging with Maya 7.0 ==&lt;br /&gt;
&lt;br /&gt;
== Part Two ==&lt;br /&gt;
&lt;br /&gt;
Back to [[Advanced character rigging]] Introduction&lt;br /&gt;
&lt;br /&gt;
Skip to [[Advanced Character Rigging - Part Three]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now it&#039;s time to &amp;quot;skin&amp;quot; the bones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of the meshes need to be: &lt;br /&gt;
&lt;br /&gt;
*triangulated (F3 (Modeling mode), Maya menu - &#039;&#039;&#039;Polygons &amp;gt; Triangulate&#039;&#039;&#039;)&lt;br /&gt;
*have their histories deleted (Maya menu - &#039;&#039;&#039;Edit &amp;gt; Delete by Type &amp;gt; History&#039;&#039;&#039;)&lt;br /&gt;
*have their transformations frozen (Maya menu - &#039;&#039;&#039;Modify &amp;gt; Freeze Transformations&#039;&#039;&#039;)&lt;br /&gt;
*have to face the X-Axis (Z-Axis when adding full body ik for animation)&lt;br /&gt;
&lt;br /&gt;
http://img59.imageshack.us/img59/7919/xaxisorientationmz3.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next we&#039;ll need to attach those meshes to the skeleton rig. In the outliner window (Maya menu - &#039;&#039;&#039;Window &amp;gt; Outliner . . .&#039;&#039;&#039;, select all the meshes &amp;amp; the skeleton (hold Ctrl while clicking the meshes &amp;amp; the skeleton):&lt;br /&gt;
&lt;br /&gt;
http://img242.imageshack.us/img242/9914/mayaoutlinerselectionszo2.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then Edit &amp;gt; Select Hierarchy:&lt;br /&gt;
&lt;br /&gt;
http://img225.imageshack.us/img225/6108/selecthierarchyor4.jpg&lt;br /&gt;
&lt;br /&gt;
This is necessary to include all of the joints in the skeleton. The origin joint would be the only joint we rig &amp;amp; that wouldn&#039;t be too much fun, now would it?&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
And now hit F2 for Animation Mode. Go to the menu &#039;&#039;&#039;Skin &amp;gt; Bind Skin &amp;gt; Smooth Bind [ ]&#039;&#039;&#039; &amp;amp; click the square to the right of the menu item:&lt;br /&gt;
&lt;br /&gt;
http://img300.imageshack.us/img300/1141/bindskinmenusl1.jpg&lt;br /&gt;
&lt;br /&gt;
which will bring up the bind skin options:&lt;br /&gt;
&lt;br /&gt;
http://img151.imageshack.us/img151/7133/bindskinoptionszx3.jpg&lt;br /&gt;
&lt;br /&gt;
&amp;amp; use those values.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now select a mesh, in this case we&#039;ll select the legs since the upper legs &amp;amp; the lower legs are tricky to weight. When the lower leg rotates back, you want it to look natural. Not to have it look like this:&lt;br /&gt;
&lt;br /&gt;
http://www.mindplaces.com/save/rigging12.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now bring up the Paint Skin Weights tool (Maya menu - &#039;&#039;&#039;Skin &amp;gt; Edit Smooth Skin &amp;gt; Paint Skin Weights Tool [ ]&#039;&#039;&#039; &amp;amp; click the square to the right. The Paint Skin Weights Tool will replace the Attribute Editor &amp;amp; the mesh will become black (black has no weights associated with the selected joint in the Paint Skin Weights Tool, white is fully weighted):&lt;br /&gt;
&lt;br /&gt;
http://img354.imageshack.us/img354/3449/legsselecteo2.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I hate having stray joints rigged especially when the joint isn&#039;t all that important. So the Flood function is very handy to get rid of those stray weights. Select the Hip joint in the weight painter, select the &#039;&#039;Replace&#039;&#039; function, turn up the weight value to one, &amp;amp; click &amp;quot;Flood&amp;quot; like so:&lt;br /&gt;
&lt;br /&gt;
http://img256.imageshack.us/img256/6714/hipsfloodub4.jpg&lt;br /&gt;
&lt;br /&gt;
Which will make the legs white:&lt;br /&gt;
&lt;br /&gt;
http://img249.imageshack.us/img249/2235/legsweightedht9.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now select an upper leg joint in the weight painter, in this case it&#039;s &amp;quot;LeftUpLeg&amp;quot;,leave the weight value as one, select a brush at the top of the weight painter, &amp;amp; paint on the mesh where the upper left leg should be (notice that the rest of the leg turned black after choosing another joint in the weight painter, that&#039;s a blank canvas for the joint you selected):&lt;br /&gt;
&lt;br /&gt;
http://img155.imageshack.us/img155/1646/legpaintft5.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Keep painting weights wherever they should go &amp;amp; we&#039;ll troubleshoot &amp;amp; refine the weighting in part three which is way over here:&lt;br /&gt;
&lt;br /&gt;
[[Advanced Character Rigging - Part Three]]&lt;/div&gt;</summary>
		<author><name>24.21.150.68</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Advanced_Character_Rigging_-_Part_Three&amp;diff=2360</id>
		<title>Advanced Character Rigging - Part Three</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Advanced_Character_Rigging_-_Part_Three&amp;diff=2360"/>
		<updated>2007-03-28T05:30:48Z</updated>

		<summary type="html">&lt;p&gt;24.21.150.68: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Advanced Character Rigging with Maya 7.0 ==&lt;br /&gt;
&lt;br /&gt;
== Part Three ==&lt;br /&gt;
&lt;br /&gt;
Back to [[Advanced character rigging]] Introduction&lt;br /&gt;
&lt;br /&gt;
Back to [[Advanced Character Rigging - Part Two]]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
After all that work of paint those skin weights (wait, you didn&#039;t rig the left arm mesh to the right upper leg joint did you?) it&#039;s time to refine our rig. So far my left upper leg mesh is rigged to LeftUpLeg, while the lower leg mesh is rigged to . . . well . . . LeftLeg:&lt;br /&gt;
&lt;br /&gt;
http://img294.imageshack.us/img294/9205/leftlegweightedlf1.jpg&lt;br /&gt;
&lt;br /&gt;
Easy enough? But wait (weight?) . . . What happens if we rotate the lower leg back? Let&#039;s find out!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open the Outliner &amp;amp; shift-click the square to the left of the origin joint:&lt;br /&gt;
&lt;br /&gt;
http://img141.imageshack.us/img141/8155/expandselectionhj7.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This will expand the joint hierarchy. Now select the LeftLeg joint &amp;amp; rotate that joint backwards. For this example I didn&#039;t have to rotate it too far but rotate all the necessary joints at extreme angles to find your issues:&lt;br /&gt;
&lt;br /&gt;
http://img408.imageshack.us/img408/1641/leftlegweirdweightvc9.jpg&lt;br /&gt;
&lt;br /&gt;
The lower leg is not behaving naturally. So how do we fix it? I&#039;ll tell you but you&#039;d better be nice to me &amp;amp; send money to my PayPal account . . . oh wait, I need to update that account . . .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Keep the leg in that rotation while we do a little something extra to it. This is where those handy-dandy functions like Add &amp;amp; Smooth come in. Select the leg mesh again then go back to the weight painter. Select the Smooth function, resize the brush so you don&#039;t accidentally paint somewhere else &amp;amp; select the solid round brush at the top:&lt;br /&gt;
&lt;br /&gt;
http://img83.imageshack.us/img83/5253/brushselectionif2.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now click on the smooth function, select the LeftUpLeg joint (or whichever upper left leg joint you have), &amp;amp; paint the vertices &#039;&#039;below&#039;&#039;, and back of, the upper leg:&lt;br /&gt;
&lt;br /&gt;
http://img481.imageshack.us/img481/7558/smoothingvb1.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now select the LeftLeg joint (or lower left leg joint you may have) &amp;amp; paint the vertices &#039;&#039;above&#039;&#039;, and back of, the lowerleg. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you did it correctly then there&#039;ll be a big improvement when you&#039;re done:&lt;br /&gt;
&lt;br /&gt;
http://img175.imageshack.us/img175/128/smoothedoutqm2.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you&#039;re done refining your rig, select the origin bone in the Outliner, go to the menu and click - &#039;&#039;&#039;Skin &amp;gt; Go to Bind Pose&#039;&#039;&#039; &amp;amp; your original pose will spring back to where it was. It&#039;s a good idea to go to bind pose when ever you rotate joint &amp;amp; edit your weights.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What? I left out the Add function of the weight painter? For those stubborn rigging problems that smoothing won&#039;t work with, you use &#039;&#039;Add&#039;&#039; in small increments&lt;br /&gt;
&lt;br /&gt;
http://img89.imageshack.us/img89/1107/addfunctionth6.jpg&lt;br /&gt;
&lt;br /&gt;
I normally use weight values of 0.1000 when I&#039;m adding weights so I don&#039;t overdo it the first time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other tips: ==&lt;br /&gt;
&lt;br /&gt;
*When working with leg meshes, I flood them with the &amp;quot;Hips&amp;quot; with a weight value of one&lt;br /&gt;
*When I&#039;m working on a torso, I flood them with the &amp;quot;Spine&amp;quot;&lt;br /&gt;
*You don&#039;t have to edit the md5mesh to assign shaders if your character&#039;s material names match the directory structure &amp;amp; texture names. For example the mercenary elite&#039;s material:&lt;br /&gt;
&lt;br /&gt;
Maya&#039;s material is pointed to:&lt;br /&gt;
 C:\Doom3\darkmod\models\md5\chars\guards\merc_elite\merc_elite_armor.tga&lt;br /&gt;
&lt;br /&gt;
Thus the shader in the md5mesh is automatically pointed to the material name:&lt;br /&gt;
 shader &amp;quot;models/md5/chars/guards/merc_elite/merc_elite_armor&amp;quot;&lt;br /&gt;
&lt;br /&gt;
which is:&lt;br /&gt;
&lt;br /&gt;
 models/md5/chars/guards/merc_elite/merc_elite_armor&lt;br /&gt;
 {&lt;br /&gt;
 	surftype15&lt;br /&gt;
 	description &amp;quot;armor_plate&amp;quot;&lt;br /&gt;
 	noselfshadow&lt;br /&gt;
        noShadows&lt;br /&gt;
 	bumpmap addnormals(models/md5/chars/guards/merc_elite/merc_elite_local, heightmap( models/md5/chars/guards/merc_elite/merc_elite_armor_h, 3 ) )&lt;br /&gt;
 	diffusemap     models/md5/chars/guards/merc_elite/merc_elite_armor&lt;br /&gt;
 	specularmap    models/md5/chars/guards/merc_elite/merc_elite_armor_s&lt;br /&gt;
     {&lt;br /&gt;
         if ( parm11 &amp;gt; 0 )&lt;br /&gt;
         blend       gl_dst_color, gl_one&lt;br /&gt;
         map         _white&lt;br /&gt;
         rgb         0.40 * parm11&lt;br /&gt;
     }&lt;br /&gt;
     {&lt;br /&gt;
         if ( parm11 &amp;gt; 0 )&lt;br /&gt;
         blend       add&lt;br /&gt;
         map         models/md5/chars/guards/merc_elite/merc_elite_armor&lt;br /&gt;
         rgb         0.15 * parm11&lt;br /&gt;
     }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*When using exportmodels in Doom3Ed, The Dark Mod is using the same animations as another character. So the rigging varies between AI &amp;amp; that causes a lot of problem at runtime. The export decl in the def file needs extra options:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 export merc_elite {&lt;br /&gt;
 &lt;br /&gt;
 options -scale .94&lt;br /&gt;
 mesh merc_elitemesh.mb -dest tdm_ai_merc_elite&lt;br /&gt;
&lt;br /&gt;
This tells the maya export plugin to scale the rigs a specified amount. This is really handy for different sized AI.&lt;br /&gt;
&lt;br /&gt;
    addoptions -keep Hips LeftHips_Dummy blah blah2 blah3 -scale .94&lt;br /&gt;
    addoptions -sourcedir models/model_src/citywatch_mb -destdir models/md5/chars/guards/merc_elite&lt;br /&gt;
&lt;br /&gt;
The mercenary elite uses the citywatch&#039;s animations but the rigging between the two do not match. The -keep joint option is used for these occasions. Open the md5mesh with a text editor &amp;amp; the af_pose.md5anim (or whichever animation you choose), exportmodels command in D3Ed, &amp;amp; add/subtract any joint in the def file to match joint numbers and names.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Advanced character rigging]] Introduction&lt;br /&gt;
&lt;br /&gt;
Back to [[Advanced Character Rigging - Part Two]]&lt;/div&gt;</summary>
		<author><name>24.21.150.68</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Advanced_Character_Rigging_-_Part_Three&amp;diff=2359</id>
		<title>Advanced Character Rigging - Part Three</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Advanced_Character_Rigging_-_Part_Three&amp;diff=2359"/>
		<updated>2007-03-28T05:05:03Z</updated>

		<summary type="html">&lt;p&gt;24.21.150.68: /* Other tips: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Advanced Character Rigging with Maya 7.0 ==&lt;br /&gt;
&lt;br /&gt;
== Part Three ==&lt;br /&gt;
&lt;br /&gt;
Back to [[Advanced character rigging]] Introduction&lt;br /&gt;
&lt;br /&gt;
Back to [[Advanced Character Rigging - Part Two]]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
After all that work of paint those skin weights (wait, you didn&#039;t rig the left arm mesh to the right upper leg joint did you?) it&#039;s time to refine our rig. So far my left upper leg mesh is rigged to LeftUpLeg, while the lower leg mesh is rigged to . . . well . . . LeftLeg:&lt;br /&gt;
&lt;br /&gt;
http://img294.imageshack.us/img294/9205/leftlegweightedlf1.jpg&lt;br /&gt;
&lt;br /&gt;
Easy enough? But wait (weight?) . . . What happens if we rotate the lower leg back? Let&#039;s find out!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open the Outliner &amp;amp; shift-click the square to the left of the origin joint:&lt;br /&gt;
&lt;br /&gt;
http://img141.imageshack.us/img141/8155/expandselectionhj7.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This will expand the joint hierarchy. Now select the LeftLeg joint &amp;amp; rotate that joint backwards. For this example I didn&#039;t have to rotate it too far:&lt;br /&gt;
&lt;br /&gt;
http://img408.imageshack.us/img408/1641/leftlegweirdweightvc9.jpg&lt;br /&gt;
&lt;br /&gt;
The lower leg is not behaving naturally. So how do we fix it? I&#039;ll tell you but you&#039;d better be nice to me &amp;amp; send money to my PayPal account . . . oh wait, I need to update that account . . .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Keep the leg in that rotation while we do a little something extra to it. This is where those handy-dandy functions like Add &amp;amp; Smooth come in. Select the leg mesh again then go back to the weight painter. Select the Smooth function, resize the brush so you don&#039;t accidentally paint somewhere else &amp;amp; select the solid round brush at the top:&lt;br /&gt;
&lt;br /&gt;
http://img83.imageshack.us/img83/5253/brushselectionif2.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now click on the smooth function, select the LeftUpLeg joint (or whichever upper left leg joint you have), &amp;amp; paint the vertices &#039;&#039;below&#039;&#039;, and back of, the upper leg:&lt;br /&gt;
&lt;br /&gt;
http://img481.imageshack.us/img481/7558/smoothingvb1.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now select the LeftLeg joint (or lower left leg joint you may have) &amp;amp; paint the vertices &#039;&#039;above&#039;&#039;, and back of, the lowerleg. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you did it correctly then there&#039;ll be a big improvement when you&#039;re done:&lt;br /&gt;
&lt;br /&gt;
http://img175.imageshack.us/img175/128/smoothedoutqm2.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you&#039;re done refining your rig, select the origin bone in the Outliner, go to the menu and click - &#039;&#039;&#039;Skin &amp;gt; Go to Bind Pose&#039;&#039;&#039; &amp;amp; your original pose will spring back to where it was.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What? I left out the Add function of the weight painter? For those stubborn rigging problems that smoothing won&#039;t work with, you use &#039;&#039;Add&#039;&#039; in small increments&lt;br /&gt;
&lt;br /&gt;
http://img89.imageshack.us/img89/1107/addfunctionth6.jpg&lt;br /&gt;
&lt;br /&gt;
I normally use weight values of 0.1000 when I&#039;m adding weights so I don&#039;t overdo it the first time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other tips: ==&lt;br /&gt;
&lt;br /&gt;
*When working with leg meshes, I flood them with the &amp;quot;Hips&amp;quot; with a weight value of one&lt;br /&gt;
*When I&#039;m working on a torso, I flood them with the &amp;quot;Spine&amp;quot;&lt;br /&gt;
*You don&#039;t have to edit the md5mesh to assign shaders if your character&#039;s material names match the directory structure &amp;amp; texture names. For example the mercenary elite&#039;s material:&lt;br /&gt;
&lt;br /&gt;
Maya&#039;s material is pointed to:&lt;br /&gt;
 C:\Doom3\darkmod\models\md5\chars\guards\merc_elite\merc_elite_armor.tga&lt;br /&gt;
&lt;br /&gt;
Thus the shader in the md5mesh is automatically pointed to the material name:&lt;br /&gt;
 shader &amp;quot;models/md5/chars/guards/merc_elite/merc_elite_armor&amp;quot;&lt;br /&gt;
&lt;br /&gt;
which is:&lt;br /&gt;
&lt;br /&gt;
 models/md5/chars/guards/merc_elite/merc_elite_armor&lt;br /&gt;
 {&lt;br /&gt;
 	surftype15&lt;br /&gt;
 	description &amp;quot;armor_plate&amp;quot;&lt;br /&gt;
 	noselfshadow&lt;br /&gt;
        noShadows&lt;br /&gt;
 	bumpmap addnormals(models/md5/chars/guards/merc_elite/merc_elite_local, heightmap( models/md5/chars/guards/merc_elite/merc_elite_armor_h, 3 ) )&lt;br /&gt;
 	diffusemap     models/md5/chars/guards/merc_elite/merc_elite_armor&lt;br /&gt;
 	specularmap    models/md5/chars/guards/merc_elite/merc_elite_armor_s&lt;br /&gt;
     {&lt;br /&gt;
         if ( parm11 &amp;gt; 0 )&lt;br /&gt;
         blend       gl_dst_color, gl_one&lt;br /&gt;
         map         _white&lt;br /&gt;
         rgb         0.40 * parm11&lt;br /&gt;
     }&lt;br /&gt;
     {&lt;br /&gt;
         if ( parm11 &amp;gt; 0 )&lt;br /&gt;
         blend       add&lt;br /&gt;
         map         models/md5/chars/guards/merc_elite/merc_elite_armor&lt;br /&gt;
         rgb         0.15 * parm11&lt;br /&gt;
     }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*When using exportmodels in Doom3Ed, The Dark Mod is using the same animations as another character. So the rigging varies between AI &amp;amp; that causes a lot of problem at runtime. The export decl in the def file needs extra options:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 export merc_elite {&lt;br /&gt;
 &lt;br /&gt;
 options -scale .94&lt;br /&gt;
 mesh merc_elitemesh.mb -dest tdm_ai_merc_elite&lt;br /&gt;
&lt;br /&gt;
This tells the maya export plugin to scale the rigs a specified amount. This is really handy for different sized AI.&lt;br /&gt;
&lt;br /&gt;
    addoptions -keep Hips LeftHips_Dummy blah blah2 blah3 -scale .94&lt;br /&gt;
    addoptions -sourcedir models/model_src/citywatch_mb -destdir models/md5/chars/guards/merc_elite&lt;br /&gt;
&lt;br /&gt;
The mercenary elite uses the citywatch&#039;s animations but the rigging between the two do not match. The -keep joint option is used for these occasions. Open the md5mesh with a text editor &amp;amp; the af_pose.md5anim (or whichever animation you choose), exportmodels command in D3Ed, &amp;amp; add/subtract any joint in the def file to match joint numbers and names.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Advanced character rigging]] Introduction&lt;br /&gt;
&lt;br /&gt;
Back to [[Advanced Character Rigging - Part Two]]&lt;/div&gt;</summary>
		<author><name>24.21.150.68</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Advanced_Character_Rigging_-_Part_Three&amp;diff=2358</id>
		<title>Advanced Character Rigging - Part Three</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Advanced_Character_Rigging_-_Part_Three&amp;diff=2358"/>
		<updated>2007-03-28T05:03:09Z</updated>

		<summary type="html">&lt;p&gt;24.21.150.68: /* Other tips: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Advanced Character Rigging with Maya 7.0 ==&lt;br /&gt;
&lt;br /&gt;
== Part Three ==&lt;br /&gt;
&lt;br /&gt;
Back to [[Advanced character rigging]] Introduction&lt;br /&gt;
&lt;br /&gt;
Back to [[Advanced Character Rigging - Part Two]]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
After all that work of paint those skin weights (wait, you didn&#039;t rig the left arm mesh to the right upper leg joint did you?) it&#039;s time to refine our rig. So far my left upper leg mesh is rigged to LeftUpLeg, while the lower leg mesh is rigged to . . . well . . . LeftLeg:&lt;br /&gt;
&lt;br /&gt;
http://img294.imageshack.us/img294/9205/leftlegweightedlf1.jpg&lt;br /&gt;
&lt;br /&gt;
Easy enough? But wait (weight?) . . . What happens if we rotate the lower leg back? Let&#039;s find out!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open the Outliner &amp;amp; shift-click the square to the left of the origin joint:&lt;br /&gt;
&lt;br /&gt;
http://img141.imageshack.us/img141/8155/expandselectionhj7.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This will expand the joint hierarchy. Now select the LeftLeg joint &amp;amp; rotate that joint backwards. For this example I didn&#039;t have to rotate it too far:&lt;br /&gt;
&lt;br /&gt;
http://img408.imageshack.us/img408/1641/leftlegweirdweightvc9.jpg&lt;br /&gt;
&lt;br /&gt;
The lower leg is not behaving naturally. So how do we fix it? I&#039;ll tell you but you&#039;d better be nice to me &amp;amp; send money to my PayPal account . . . oh wait, I need to update that account . . .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Keep the leg in that rotation while we do a little something extra to it. This is where those handy-dandy functions like Add &amp;amp; Smooth come in. Select the leg mesh again then go back to the weight painter. Select the Smooth function, resize the brush so you don&#039;t accidentally paint somewhere else &amp;amp; select the solid round brush at the top:&lt;br /&gt;
&lt;br /&gt;
http://img83.imageshack.us/img83/5253/brushselectionif2.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now click on the smooth function, select the LeftUpLeg joint (or whichever upper left leg joint you have), &amp;amp; paint the vertices &#039;&#039;below&#039;&#039;, and back of, the upper leg:&lt;br /&gt;
&lt;br /&gt;
http://img481.imageshack.us/img481/7558/smoothingvb1.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now select the LeftLeg joint (or lower left leg joint you may have) &amp;amp; paint the vertices &#039;&#039;above&#039;&#039;, and back of, the lowerleg. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you did it correctly then there&#039;ll be a big improvement when you&#039;re done:&lt;br /&gt;
&lt;br /&gt;
http://img175.imageshack.us/img175/128/smoothedoutqm2.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you&#039;re done refining your rig, select the origin bone in the Outliner, go to the menu and click - &#039;&#039;&#039;Skin &amp;gt; Go to Bind Pose&#039;&#039;&#039; &amp;amp; your original pose will spring back to where it was.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What? I left out the Add function of the weight painter? For those stubborn rigging problems that smoothing won&#039;t work with, you use &#039;&#039;Add&#039;&#039; in small increments&lt;br /&gt;
&lt;br /&gt;
http://img89.imageshack.us/img89/1107/addfunctionth6.jpg&lt;br /&gt;
&lt;br /&gt;
I normally use weight values of 0.1000 when I&#039;m adding weights so I don&#039;t overdo it the first time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other tips: ==&lt;br /&gt;
&lt;br /&gt;
*When working with leg meshes, I flood them with the &amp;quot;Hips&amp;quot; with a weight value of one&lt;br /&gt;
*When I&#039;m working on a torso, I flood them with the &amp;quot;Spine&amp;quot;&lt;br /&gt;
*You don&#039;t have to edit the md5mesh to assign shaders if your character&#039;s material names match the directory structure &amp;amp; texture names. For example the mercenary elite&#039;s material:&lt;br /&gt;
&lt;br /&gt;
&amp;amp; Maya&#039;s material is pointed to:&lt;br /&gt;
 C:\Doom3\darkmod\models\md5\chars\guards\merc_elite\merc_elite_armor.tga&lt;br /&gt;
&lt;br /&gt;
Thus the shader in the md5mesh is automatically pointed to the material name:&lt;br /&gt;
 shader &amp;quot;models/md5/chars/guards/merc_elite/merc_elite_armor&amp;quot;&lt;br /&gt;
&lt;br /&gt;
which is:&lt;br /&gt;
&lt;br /&gt;
 models/md5/chars/guards/merc_elite/merc_elite_armor&lt;br /&gt;
 {&lt;br /&gt;
 	surftype15&lt;br /&gt;
 	description &amp;quot;armor_plate&amp;quot;&lt;br /&gt;
 	noselfshadow&lt;br /&gt;
        noShadows&lt;br /&gt;
 	bumpmap addnormals(models/md5/chars/guards/merc_elite/merc_elite_local, heightmap( models/md5/chars/guards/merc_elite/merc_elite_armor_h, 3 ) )&lt;br /&gt;
 	diffusemap     models/md5/chars/guards/merc_elite/merc_elite_armor&lt;br /&gt;
 	specularmap    models/md5/chars/guards/merc_elite/merc_elite_armor_s&lt;br /&gt;
     {&lt;br /&gt;
         if ( parm11 &amp;gt; 0 )&lt;br /&gt;
         blend       gl_dst_color, gl_one&lt;br /&gt;
         map         _white&lt;br /&gt;
         rgb         0.40 * parm11&lt;br /&gt;
     }&lt;br /&gt;
     {&lt;br /&gt;
         if ( parm11 &amp;gt; 0 )&lt;br /&gt;
         blend       add&lt;br /&gt;
         map         models/md5/chars/guards/merc_elite/merc_elite_armor&lt;br /&gt;
         rgb         0.15 * parm11&lt;br /&gt;
     }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*When using exportmodels in Doom3Ed, The Dark Mod is using the same animations as another character. So the rigging varies between AI &amp;amp; that causes a lot of problem at runtime. The export decl in the def file needs extra options:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 export merc_elite {&lt;br /&gt;
 &lt;br /&gt;
 options -scale .94&lt;br /&gt;
 mesh merc_elitemesh.mb -dest tdm_ai_merc_elite&lt;br /&gt;
&lt;br /&gt;
This tells the maya export plugin to scale the rigs a specified amount. This is really handy for different sized AI.&lt;br /&gt;
&lt;br /&gt;
    addoptions -keep Hips LeftHips_Dummy blah blah2 blah3 -scale .94&lt;br /&gt;
    addoptions -sourcedir models/model_src/citywatch_mb -destdir models/md5/chars/guards/merc_elite&lt;br /&gt;
&lt;br /&gt;
The mercenary elite uses the citywatch&#039;s animations but the rigging between the two do not match. The -keep joint option is used for these occasions. Open the md5mesh with a text editor &amp;amp; the af_pose.md5anim (or whichever animation you choose), exportmodels command in D3Ed, &amp;amp; add/subtract any joint in the def file to match joint numbers and names.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Advanced character rigging]] Introduction&lt;br /&gt;
&lt;br /&gt;
Back to [[Advanced Character Rigging - Part Two]]&lt;/div&gt;</summary>
		<author><name>24.21.150.68</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Advanced_Character_Rigging_-_Part_Three&amp;diff=2357</id>
		<title>Advanced Character Rigging - Part Three</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Advanced_Character_Rigging_-_Part_Three&amp;diff=2357"/>
		<updated>2007-03-28T05:02:08Z</updated>

		<summary type="html">&lt;p&gt;24.21.150.68: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Advanced Character Rigging with Maya 7.0 ==&lt;br /&gt;
&lt;br /&gt;
== Part Three ==&lt;br /&gt;
&lt;br /&gt;
Back to [[Advanced character rigging]] Introduction&lt;br /&gt;
&lt;br /&gt;
Back to [[Advanced Character Rigging - Part Two]]&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
After all that work of paint those skin weights (wait, you didn&#039;t rig the left arm mesh to the right upper leg joint did you?) it&#039;s time to refine our rig. So far my left upper leg mesh is rigged to LeftUpLeg, while the lower leg mesh is rigged to . . . well . . . LeftLeg:&lt;br /&gt;
&lt;br /&gt;
http://img294.imageshack.us/img294/9205/leftlegweightedlf1.jpg&lt;br /&gt;
&lt;br /&gt;
Easy enough? But wait (weight?) . . . What happens if we rotate the lower leg back? Let&#039;s find out!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open the Outliner &amp;amp; shift-click the square to the left of the origin joint:&lt;br /&gt;
&lt;br /&gt;
http://img141.imageshack.us/img141/8155/expandselectionhj7.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This will expand the joint hierarchy. Now select the LeftLeg joint &amp;amp; rotate that joint backwards. For this example I didn&#039;t have to rotate it too far:&lt;br /&gt;
&lt;br /&gt;
http://img408.imageshack.us/img408/1641/leftlegweirdweightvc9.jpg&lt;br /&gt;
&lt;br /&gt;
The lower leg is not behaving naturally. So how do we fix it? I&#039;ll tell you but you&#039;d better be nice to me &amp;amp; send money to my PayPal account . . . oh wait, I need to update that account . . .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Keep the leg in that rotation while we do a little something extra to it. This is where those handy-dandy functions like Add &amp;amp; Smooth come in. Select the leg mesh again then go back to the weight painter. Select the Smooth function, resize the brush so you don&#039;t accidentally paint somewhere else &amp;amp; select the solid round brush at the top:&lt;br /&gt;
&lt;br /&gt;
http://img83.imageshack.us/img83/5253/brushselectionif2.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now click on the smooth function, select the LeftUpLeg joint (or whichever upper left leg joint you have), &amp;amp; paint the vertices &#039;&#039;below&#039;&#039;, and back of, the upper leg:&lt;br /&gt;
&lt;br /&gt;
http://img481.imageshack.us/img481/7558/smoothingvb1.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now select the LeftLeg joint (or lower left leg joint you may have) &amp;amp; paint the vertices &#039;&#039;above&#039;&#039;, and back of, the lowerleg. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you did it correctly then there&#039;ll be a big improvement when you&#039;re done:&lt;br /&gt;
&lt;br /&gt;
http://img175.imageshack.us/img175/128/smoothedoutqm2.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you&#039;re done refining your rig, select the origin bone in the Outliner, go to the menu and click - &#039;&#039;&#039;Skin &amp;gt; Go to Bind Pose&#039;&#039;&#039; &amp;amp; your original pose will spring back to where it was.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What? I left out the Add function of the weight painter? For those stubborn rigging problems that smoothing won&#039;t work with, you use &#039;&#039;Add&#039;&#039; in small increments&lt;br /&gt;
&lt;br /&gt;
http://img89.imageshack.us/img89/1107/addfunctionth6.jpg&lt;br /&gt;
&lt;br /&gt;
I normally use weight values of 0.1000 when I&#039;m adding weights so I don&#039;t overdo it the first time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other tips: ==&lt;br /&gt;
&lt;br /&gt;
*When working with leg meshes, I flood them with the &amp;quot;Hips&amp;quot; with a weight value of one&lt;br /&gt;
*When I&#039;m working on a torso, I flood them with the &amp;quot;Spine&amp;quot;&lt;br /&gt;
*You don&#039;t have to edit the md5mesh to assign shaders if your character&#039;s material names match the directory structure &amp;amp; texture names. For example the mercenary elite&#039;s material:&lt;br /&gt;
&lt;br /&gt;
&amp;amp; Maya&#039;s material is pointed to:&lt;br /&gt;
 C:\Doom3\darkmod\models\md5\chars\guards\merc_elite\merc_elite_armor.tga&lt;br /&gt;
&lt;br /&gt;
Thus the shader is automatically pointed to the material name:&lt;br /&gt;
 shader &amp;quot;models/md5/chars/guards/merc_elite/merc_elite_armor&amp;quot;&lt;br /&gt;
&lt;br /&gt;
which is:&lt;br /&gt;
&lt;br /&gt;
 models/md5/chars/guards/merc_elite/merc_elite_armor&lt;br /&gt;
 {&lt;br /&gt;
 	surftype15&lt;br /&gt;
 	description &amp;quot;armor_plate&amp;quot;&lt;br /&gt;
 	noselfshadow&lt;br /&gt;
        noShadows&lt;br /&gt;
 	bumpmap addnormals(models/md5/chars/guards/merc_elite/merc_elite_local, heightmap( models/md5/chars/guards/merc_elite/merc_elite_armor_h, 3 ) )&lt;br /&gt;
 	diffusemap     models/md5/chars/guards/merc_elite/merc_elite_armor&lt;br /&gt;
 	specularmap    models/md5/chars/guards/merc_elite/merc_elite_armor_s&lt;br /&gt;
     {&lt;br /&gt;
         if ( parm11 &amp;gt; 0 )&lt;br /&gt;
         blend       gl_dst_color, gl_one&lt;br /&gt;
         map         _white&lt;br /&gt;
         rgb         0.40 * parm11&lt;br /&gt;
     }&lt;br /&gt;
     {&lt;br /&gt;
         if ( parm11 &amp;gt; 0 )&lt;br /&gt;
         blend       add&lt;br /&gt;
         map         models/md5/chars/guards/merc_elite/merc_elite_armor&lt;br /&gt;
         rgb         0.15 * parm11&lt;br /&gt;
     }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*When using exportmodels in Doom3Ed, The Dark Mod is using the same animations as another character. So the rigging varies between AI &amp;amp; that causes a lot of problem at runtime. The export decl in the def file needs extra options:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 export merc_elite {&lt;br /&gt;
 &lt;br /&gt;
 options -scale .94&lt;br /&gt;
 mesh merc_elitemesh.mb -dest tdm_ai_merc_elite&lt;br /&gt;
&lt;br /&gt;
This tells the maya export plugin to scale the rigs a specified amount. This is really handy for different sized AI.&lt;br /&gt;
&lt;br /&gt;
    addoptions -keep Hips LeftHips_Dummy blah blah2 blah3 -scale .94&lt;br /&gt;
    addoptions -sourcedir models/model_src/citywatch_mb -destdir models/md5/chars/guards/merc_elite&lt;br /&gt;
&lt;br /&gt;
The mercenary elite uses the citywatch&#039;s animations but the rigging between the two do not match. The -keep joint option is used for these occasions. Open the md5mesh with a text editor &amp;amp; the af_pose.md5anim (or whichever animation you choose), exportmodels command in D3Ed, &amp;amp; add/subtract any joint in the def file to match joint numbers and names.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Advanced character rigging]] Introduction&lt;br /&gt;
&lt;br /&gt;
Back to [[Advanced Character Rigging - Part Two]]&lt;/div&gt;</summary>
		<author><name>24.21.150.68</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Advanced_character_rigging&amp;diff=2356</id>
		<title>Advanced character rigging</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Advanced_character_rigging&amp;diff=2356"/>
		<updated>2007-03-28T04:08:13Z</updated>

		<summary type="html">&lt;p&gt;24.21.150.68: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Advanced Character Rigging with Maya 7.0 ==&lt;br /&gt;
&lt;br /&gt;
by ascottk&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Introduction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skip to [[Advanced Character Rigging - Part Two]]&lt;br /&gt;
&lt;br /&gt;
Skip to [[Advanced Character Rigging - Part Three]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a brief overview of getting animated characters into Doom 3, go here:&lt;br /&gt;
[[Getting_Characters_and_their_Anims_into_Doom]] (you&#039;ll find the Maya 7 plugin here)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Maya is a beast of a modeling program &amp;amp; it has a big learning curve. When you get used it, you&#039;ll find that the work flow can be pretty quick. Turning your Maya mesh into an animated Doom 3 model will require a lot of patience &amp;amp; a lot of work because of the fine tuning the weights of an animated rig. Unforeseen consequences, . . . ahem . . . like submeshes clipping through another submesh and unintentional rigging of joints you don&#039;t want, can be frustrating but those are the reasons for this tutorial!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== First of all, here&#039;s a list of useful hotkeys: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alt + Left Mouse Button&#039;&#039;&#039; - Rotate the view port (&amp;quot;Tumble&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alt + Middle Mouse Button&#039;&#039;&#039; - Pan in the view port (&amp;quot;Track&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alt + Right Mouse Button&#039;&#039;&#039; - Zoom in the view port (&amp;quot;Dolly&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F1&#039;&#039;&#039; - Maya help (opens in a web broswer)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F2&#039;&#039;&#039; - Animation specific menus&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F3&#039;&#039;&#039; - Modeling specific menus&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F4&#039;&#039;&#039; - Dynamics specific menus (not very useful for Doom 3)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F5&#039;&#039;&#039; - Rendering specific menus (rendering current frames, texturing/lighting, etc.)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Need to know tools in Maya: ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outliner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://img181.imageshack.us/img181/9544/mayaoutlineryf8.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Editor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://img248.imageshack.us/img248/4402/mayaattributeeditorqd3.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paint Skin Weight Tool&#039;&#039;&#039; referred to occasionally as weight painter . . .&lt;br /&gt;
&lt;br /&gt;
http://img92.imageshack.us/img92/5351/mayapaintskinweightstf8.jpg&lt;br /&gt;
&lt;br /&gt;
This tool is the one you&#039;ll want to familiarize yourself with, especially the &#039;&#039;Replace&#039;&#039;, &#039;&#039;Add&#039;&#039; and &#039;&#039;Smooth&#039;&#039; functions in the &amp;quot;Paint Weights&amp;quot; rollout.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Of course we&#039;ll need a mesh to rig.&lt;br /&gt;
&lt;br /&gt;
Enter Diego&#039;s Thug character:&lt;br /&gt;
&lt;br /&gt;
http://img291.imageshack.us/img291/6441/diegothugtd8.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;amp; now we&#039;ll need a skeleton to rig the mesh to:&lt;br /&gt;
&lt;br /&gt;
http://img168.imageshack.us/img168/9492/tdmskeletonrf1.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that we have all we need to start, let&#039;s go on to Part Two:&lt;br /&gt;
&lt;br /&gt;
[[Advanced Character Rigging - Part Two]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Models]]&lt;br /&gt;
[[Category:AI]]&lt;br /&gt;
[[Category:Tutorial]]&lt;/div&gt;</summary>
		<author><name>24.21.150.68</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Advanced_character_rigging&amp;diff=2355</id>
		<title>Advanced character rigging</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Advanced_character_rigging&amp;diff=2355"/>
		<updated>2007-03-28T03:59:44Z</updated>

		<summary type="html">&lt;p&gt;24.21.150.68: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Advanced Character Rigging with Maya 7.0 ==&lt;br /&gt;
&lt;br /&gt;
by ascottk&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Introduction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skip to [[Advanced Character Rigging - Part Two]]&lt;br /&gt;
&lt;br /&gt;
Skip to [[Advanced Character Rigging - Part Three]]&lt;br /&gt;
&lt;br /&gt;
For a brief overview of getting animated characters into Doom 3, go here:&lt;br /&gt;
[[Getting_Characters_and_their_Anims_into_Doom]] (you&#039;ll find the Maya 7 plugin here)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Maya is a beast of a modeling program &amp;amp; it has a big learning curve. When you get used it, you&#039;ll find that the work flow can be pretty quick. Turning your Maya mesh into an animated Doom 3 model will require a lot of patience &amp;amp; a lot of work because of the fine tuning the weights of an animated rig. Unforeseen consequences, . . . ahem . . . like submeshes clipping through another submesh and unintentional rigging of joints you don&#039;t want, can be frustrating but those are the reasons for this tutorial!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== First of all, here&#039;s a list of useful hotkeys: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alt + Left Mouse Button&#039;&#039;&#039; - Rotate the view port (&amp;quot;Tumble&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alt + Middle Mouse Button&#039;&#039;&#039; - Pan in the view port (&amp;quot;Track&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alt + Right Mouse Button&#039;&#039;&#039; - Zoom in the view port (&amp;quot;Dolly&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F1&#039;&#039;&#039; - Maya help (opens in a web broswer)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F2&#039;&#039;&#039; - Animation specific menus&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F3&#039;&#039;&#039; - Modeling specific menus&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F4&#039;&#039;&#039; - Dynamics specific menus (not very useful for Doom 3)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F5&#039;&#039;&#039; - Rendering specific menus (rendering current frames, texturing/lighting, etc.)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Need to know tools in Maya: ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outliner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://img181.imageshack.us/img181/9544/mayaoutlineryf8.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Editor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://img248.imageshack.us/img248/4402/mayaattributeeditorqd3.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paint Skin Weight Tool&#039;&#039;&#039; referred to occasionally as weight painter . . .&lt;br /&gt;
&lt;br /&gt;
http://img92.imageshack.us/img92/5351/mayapaintskinweightstf8.jpg&lt;br /&gt;
&lt;br /&gt;
This tool is the one you&#039;ll want to familiarize yourself with, especially the &#039;&#039;Replace&#039;&#039;, &#039;&#039;Add&#039;&#039; and &#039;&#039;Smooth&#039;&#039; functions in the &amp;quot;Paint Weights&amp;quot; rollout.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Of course we&#039;ll need a mesh to rig.&lt;br /&gt;
&lt;br /&gt;
Enter Diego&#039;s Thug character:&lt;br /&gt;
http://img291.imageshack.us/img291/6441/diegothugtd8.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;amp; now we&#039;ll need a skeleton to rig the mesh to:&lt;br /&gt;
http://img168.imageshack.us/img168/9492/tdmskeletonrf1.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that we have all we need to start, let&#039;s go on to Part Two:&lt;br /&gt;
[[Advanced Character Rigging - Part Two]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Models]]&lt;br /&gt;
[[Category:AI]]&lt;br /&gt;
[[Category:Tutorial]]&lt;/div&gt;</summary>
		<author><name>24.21.150.68</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Advanced_character_rigging&amp;diff=2354</id>
		<title>Advanced character rigging</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Advanced_character_rigging&amp;diff=2354"/>
		<updated>2007-03-28T03:59:32Z</updated>

		<summary type="html">&lt;p&gt;24.21.150.68: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Advanced Character Rigging with Maya 7.0 ==&lt;br /&gt;
&lt;br /&gt;
by ascottk&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Introduction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skip to [[Advanced Character Rigging - Part Two]]&lt;br /&gt;
&lt;br /&gt;
Skip to [[Advanced Character Rigging - Part Three]]&lt;br /&gt;
&lt;br /&gt;
For a brief overview of getting animated characters into Doom 3, go here:&lt;br /&gt;
[[Getting_Characters_and_their_Anims_into_Doom]] (you&#039;ll find the Maya 7 plugin here)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Maya is a beast of a modeling program &amp;amp; it has a big learning curve. When you get used it, you&#039;ll find that the work flow can be pretty quick. Turning your Maya mesh into an animated Doom 3 model will require a lot of patience &amp;amp; a lot of work because of the fine tuning the weights of an animated rig. Unforeseen consequences, . . . ahem . . . like submeshes clipping through another submesh and unintentional rigging of joints you don&#039;t want, can be frustrating but those are the reasons for this tutorial!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== First of all, here&#039;s a list of useful hotkeys: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alt + Left Mouse Button&#039;&#039;&#039; - Rotate the view port (&amp;quot;Tumble&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alt + Middle Mouse Button&#039;&#039;&#039; - Pan in the view port (&amp;quot;Track&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alt + Right Mouse Button&#039;&#039;&#039; - Zoom in the view port (&amp;quot;Dolly&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F1&#039;&#039;&#039; - Maya help (opens in a web broswer)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F2&#039;&#039;&#039; - Animation specific menus&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F3&#039;&#039;&#039; - Modeling specific menus&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F4&#039;&#039;&#039; - Dynamics specific menus (not very useful for Doom 3)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F5&#039;&#039;&#039; - Rendering specific menus (rendering current frames, texturing/lighting, etc.)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Need to know tools in Maya: ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outliner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://img181.imageshack.us/img181/9544/mayaoutlineryf8.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Editor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://img248.imageshack.us/img248/4402/mayaattributeeditorqd3.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paint Skin Weight Tool&#039;&#039;&#039; referred to occasionally as weight painter . . .&lt;br /&gt;
&lt;br /&gt;
http://img92.imageshack.us/img92/5351/mayapaintskinweightstf8.jpg&lt;br /&gt;
&lt;br /&gt;
This tool is the one you&#039;ll want to familiarize yourself with, especially the &#039;&#039;Replace&#039;&#039;, &#039;&#039;Add&#039;&#039; and &#039;&#039;Smooth&#039;&#039; functions in the &amp;quot;Paint Weights&amp;quot; rollout.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Of course we&#039;ll need a mesh to rig.&lt;br /&gt;
&lt;br /&gt;
Enter Diego&#039;s Thug character:&lt;br /&gt;
http://img291.imageshack.us/img291/6441/diegothugtd8.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;amp; now we&#039;ll need a skeleton to rig the mesh to:&lt;br /&gt;
http://img168.imageshack.us/img168/9492/tdmskeletonrf1.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that we have all we need to start, let&#039;s go on to Part Two:&lt;br /&gt;
[[Advanced Character Rigging - Part Two]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Models]]&lt;br /&gt;
[[Category:AI]]&lt;br /&gt;
[[Category:Tutorial]]&lt;/div&gt;</summary>
		<author><name>24.21.150.68</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Advanced_Character_Rigging_-_Part_Three&amp;diff=2353</id>
		<title>Advanced Character Rigging - Part Three</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Advanced_Character_Rigging_-_Part_Three&amp;diff=2353"/>
		<updated>2007-03-28T03:52:04Z</updated>

		<summary type="html">&lt;p&gt;24.21.150.68: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Advanced Character Rigging with Maya 7.0 ==&lt;br /&gt;
&lt;br /&gt;
== Part Three ==&lt;br /&gt;
&lt;br /&gt;
Back to [[Advanced character rigging]] Introduction&lt;br /&gt;
&lt;br /&gt;
Back to [[Advanced Character Rigging - Part Two]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After all that work of paint those skin weights (wait, you didn&#039;t rig the left arm mesh to the right upper leg joint did you?) it&#039;s time to refine our rig. So far my left upper leg mesh is rigged to LeftUpLeg, while the lower leg mesh is rigged to . . . well . . . LeftLeg:&lt;br /&gt;
&lt;br /&gt;
http://img294.imageshack.us/img294/9205/leftlegweightedlf1.jpg&lt;br /&gt;
&lt;br /&gt;
Easy enough? But wait (weight?) . . . What happens if we rotate the lower leg back? Let&#039;s find out!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open the Outliner &amp;amp; shift-click the square to the left of the origin joint:&lt;br /&gt;
&lt;br /&gt;
http://img141.imageshack.us/img141/8155/expandselectionhj7.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This will expand the joint hierarchy. Now select the LeftLeg joint &amp;amp; rotate that joint backwards. For this example I didn&#039;t have to rotate it too far:&lt;br /&gt;
&lt;br /&gt;
http://img408.imageshack.us/img408/1641/leftlegweirdweightvc9.jpg&lt;br /&gt;
&lt;br /&gt;
The lower leg is not behaving naturally. So how do we fix it? I&#039;ll tell you but you&#039;d better be nice to me &amp;amp; send money to my PayPal account . . . oh wait, I need to update that account . . .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Keep the leg in that rotation while we do a little something extra to it. This is where those handy-dandy functions like Add &amp;amp; Smooth come in. Select the leg mesh again then go back to the weight painter. Select the Smooth function, resize the brush so you don&#039;t accidentally paint somewhere else &amp;amp; select the solid round brush at the top:&lt;br /&gt;
&lt;br /&gt;
http://img83.imageshack.us/img83/5253/brushselectionif2.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now click on the smooth function, select the LeftUpLeg joint (or whichever upper left leg joint you have), &amp;amp; paint the vertices &#039;&#039;below&#039;&#039;, and back of, the upper leg:&lt;br /&gt;
&lt;br /&gt;
http://img481.imageshack.us/img481/7558/smoothingvb1.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now select the LeftLeg joint (or lower left leg joint you may have) &amp;amp; paint the vertices &#039;&#039;above&#039;&#039;, and back of, the lowerleg. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you did it correctly then there&#039;ll be a big improvement when you&#039;re done:&lt;br /&gt;
&lt;br /&gt;
http://img175.imageshack.us/img175/128/smoothedoutqm2.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you&#039;re done refining your rig, select the origin bone in the Outliner, go to the menu and click - &#039;&#039;&#039;Skin &amp;gt; Go to Bind Pose&#039;&#039;&#039; &amp;amp; your original pose will spring back to where it was.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What? I left out the Add function of the weight painter? For those stubborn rigging problems that smoothing won&#039;t work with, you use &#039;&#039;Add&#039;&#039; in small increments&lt;br /&gt;
&lt;br /&gt;
http://img89.imageshack.us/img89/1107/addfunctionth6.jpg&lt;br /&gt;
&lt;br /&gt;
I normally use weight values of 0.1000 when I&#039;m adding weights so I don&#039;t overdo it the first time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other tips: ==&lt;br /&gt;
&lt;br /&gt;
*When working with leg meshes, I flood them with the &amp;quot;Hips&amp;quot; with a weight value of one&lt;br /&gt;
*When I&#039;m working on a torso, I flood them with the &amp;quot;Spine&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Just because I hate stray weights . . .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Advanced character rigging]] Introduction&lt;br /&gt;
&lt;br /&gt;
Back to [[Advanced Character Rigging - Part Two]]&lt;/div&gt;</summary>
		<author><name>24.21.150.68</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Advanced_Character_Rigging_-_Part_Three&amp;diff=2352</id>
		<title>Advanced Character Rigging - Part Three</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Advanced_Character_Rigging_-_Part_Three&amp;diff=2352"/>
		<updated>2007-03-28T03:46:27Z</updated>

		<summary type="html">&lt;p&gt;24.21.150.68: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Advanced Character Rigging with Maya 7.0 ==&lt;br /&gt;
&lt;br /&gt;
== Part Three ==&lt;br /&gt;
&lt;br /&gt;
Back to [[Advanced character rigging]] Introduction&lt;br /&gt;
&lt;br /&gt;
Back to [[Advanced Character Rigging - Part Two]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After all that work of paint those skin weights (wait, you didn&#039;t rig the left arm mesh to the right upper leg joint did you?) it&#039;s time to refine our rig. So far my left upper leg mesh is rigged to LeftUpLeg, while the lower leg mesh is rigged to . . . well . . . LeftLeg:&lt;br /&gt;
&lt;br /&gt;
http://img294.imageshack.us/img294/9205/leftlegweightedlf1.jpg&lt;br /&gt;
&lt;br /&gt;
Easy enough? But wait (weight?) . . . What happens if we rotate the lower leg back? Let&#039;s find out!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open the Outliner &amp;amp; shift-click the square to the left of the origin joint:&lt;br /&gt;
&lt;br /&gt;
http://img141.imageshack.us/img141/8155/expandselectionhj7.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This will expand the joint hierarchy. Now select the LeftLeg joint &amp;amp; rotate that joint backwards. For this example I didn&#039;t have to rotate it too far:&lt;br /&gt;
&lt;br /&gt;
http://img408.imageshack.us/img408/1641/leftlegweirdweightvc9.jpg&lt;br /&gt;
&lt;br /&gt;
The lower leg is not behaving naturally. So how do we fix it? I&#039;ll tell you but you&#039;d better be nice to me &amp;amp; send money to my PayPal account . . . oh wait, I need to update that account . . .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Keep the leg in that rotation while we do a little something extra to it. This is where those handy-dandy functions like Add &amp;amp; Smooth come in. Select the leg mesh again then go back to the weight painter. Resize the brush so you don&#039;t accidentally paint somewhere else &amp;amp; select the solid round brush at the top:&lt;br /&gt;
&lt;br /&gt;
http://img83.imageshack.us/img83/5253/brushselectionif2.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now click on the smooth function, select the LeftUpLeg joint (or whichever upper left leg joint you have), &amp;amp; paint the vertices &#039;&#039;below&#039;&#039;, and back of, the upper leg:&lt;br /&gt;
&lt;br /&gt;
http://img481.imageshack.us/img481/7558/smoothingvb1.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now select the LeftLeg joint (or lower left leg joint you may have) &amp;amp; paint the vertices &#039;&#039;above&#039;&#039;, and back of, the lowerleg. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you did it correctly then there&#039;ll be a big improvement when you&#039;re done:&lt;br /&gt;
&lt;br /&gt;
http://img175.imageshack.us/img175/128/smoothedoutqm2.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you&#039;re done refining your rig, select the origin bone in the Outliner, go to the menu and click - &#039;&#039;&#039;Skin &amp;gt; Go to Bind Pose&#039;&#039;&#039; &amp;amp; your original pose will spring back to where it was.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What? I left out the Add function of the weight painter? For those stubborn rigging problems that smoothing won&#039;t work with, you use &#039;&#039;Add&#039;&#039; in small increments&lt;br /&gt;
&lt;br /&gt;
http://img89.imageshack.us/img89/1107/addfunctionth6.jpg&lt;br /&gt;
&lt;br /&gt;
I normally use weight values of 0.1000 when I&#039;m adding weights so I don&#039;t overdo it the first time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other tips: ==&lt;br /&gt;
&lt;br /&gt;
*When working with leg meshes, I flood them with the &amp;quot;Hips&amp;quot; with a weight value of one&lt;br /&gt;
*When I&#039;m working on a torso, I flood them with the &amp;quot;Spine&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Just because I hate stray weights . . .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Advanced character rigging]] Introduction&lt;br /&gt;
&lt;br /&gt;
Back to [[Advanced Character Rigging - Part Two]]&lt;/div&gt;</summary>
		<author><name>24.21.150.68</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Advanced_Character_Rigging_-_Part_Two&amp;diff=2351</id>
		<title>Advanced Character Rigging - Part Two</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Advanced_Character_Rigging_-_Part_Two&amp;diff=2351"/>
		<updated>2007-03-28T03:44:43Z</updated>

		<summary type="html">&lt;p&gt;24.21.150.68: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Advanced Character Rigging with Maya 7.0 ==&lt;br /&gt;
&lt;br /&gt;
== Part Two ==&lt;br /&gt;
&lt;br /&gt;
Back to [[Advanced character rigging]] Introduction&lt;br /&gt;
&lt;br /&gt;
Skip to [[Advanced Character Rigging - Part Three]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now it&#039;s time to &amp;quot;skin&amp;quot; the bones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of the meshes need to be: &lt;br /&gt;
&lt;br /&gt;
*triangulated (F3 (Modeling mode), Maya menu - &#039;&#039;&#039;Polygons &amp;gt; Triangulate&#039;&#039;&#039;)&lt;br /&gt;
*have their histories deleted (Maya menu - &#039;&#039;&#039;Edit &amp;gt; Delete by Type &amp;gt; History&#039;&#039;&#039;)&lt;br /&gt;
*have their transformations frozen (Maya menu - &#039;&#039;&#039;Modify &amp;gt; Freeze Transformations&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next we&#039;ll need to attach those meshes to the skeleton rig. In the outliner window (Maya menu - &#039;&#039;&#039;Window &amp;gt; Outliner . . .&#039;&#039;&#039;, select all the meshes &amp;amp; the skeleton (hold Ctrl while clicking the meshes &amp;amp; the skeleton):&lt;br /&gt;
&lt;br /&gt;
http://img242.imageshack.us/img242/9914/mayaoutlinerselectionszo2.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then Edit &amp;gt; Select Hierarchy:&lt;br /&gt;
&lt;br /&gt;
http://img225.imageshack.us/img225/6108/selecthierarchyor4.jpg&lt;br /&gt;
&lt;br /&gt;
This is necessary to include all of the joints in the skeleton. The origin joint would be the only joint we rig &amp;amp; that wouldn&#039;t be too much fun, now would it?&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
And now hit F2 for Animation Mode. Go to the menu &#039;&#039;&#039;Skin &amp;gt; Bind Skin &amp;gt; Smooth Bind [ ]&#039;&#039;&#039; &amp;amp; click the square to the right of the menu item:&lt;br /&gt;
&lt;br /&gt;
http://img300.imageshack.us/img300/1141/bindskinmenusl1.jpg&lt;br /&gt;
&lt;br /&gt;
which will bring up the bind skin options:&lt;br /&gt;
&lt;br /&gt;
http://img151.imageshack.us/img151/7133/bindskinoptionszx3.jpg&lt;br /&gt;
&lt;br /&gt;
&amp;amp; use those values.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now select a mesh, in this case we&#039;ll select the legs since the upper legs &amp;amp; the lower legs are tricky to weight. When the lower leg rotates back, you want it to look natural. Not to have it look like this:&lt;br /&gt;
&lt;br /&gt;
http://www.mindplaces.com/save/rigging12.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now bring up the Paint Skin Weights tool (Maya menu - &#039;&#039;&#039;Skin &amp;gt; Edit Smooth Skin &amp;gt; Paint Skin Weights Tool [ ]&#039;&#039;&#039; &amp;amp; click the square to the right. The Paint Skin Weights Tool will replace the Attribute Editor &amp;amp; the mesh will become black (black has no weights associated with the selected joint in the Paint Skin Weights Tool, white is fully weighted):&lt;br /&gt;
&lt;br /&gt;
http://img354.imageshack.us/img354/3449/legsselecteo2.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I hate having stray joints rigged especially when the joint isn&#039;t all that important. So the Flood function is very handy to get rid of those stray weights. Select the Hip joint in the weight painter, select the &#039;&#039;Replace&#039;&#039; function, turn up the weight value to one, &amp;amp; click &amp;quot;Flood&amp;quot; like so:&lt;br /&gt;
&lt;br /&gt;
http://img256.imageshack.us/img256/6714/hipsfloodub4.jpg&lt;br /&gt;
&lt;br /&gt;
Which will make the legs white:&lt;br /&gt;
&lt;br /&gt;
http://img249.imageshack.us/img249/2235/legsweightedht9.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now select an upper leg joint in the weight painter, in this case it&#039;s &amp;quot;LeftUpLeg&amp;quot;,leave the weight value as one, select a brush at the top of the weight painter, &amp;amp; paint on the mesh where the upper left leg should be (notice that the rest of the leg turned black after choosing another joint in the weight painter, that&#039;s a blank canvas for the joint you selected):&lt;br /&gt;
&lt;br /&gt;
http://img155.imageshack.us/img155/1646/legpaintft5.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Keep painting weights wherever they should go &amp;amp; we&#039;ll troubleshoot &amp;amp; refine the weighting in part three which is way over here:&lt;br /&gt;
&lt;br /&gt;
[[Advanced Character Rigging - Part Three]]&lt;/div&gt;</summary>
		<author><name>24.21.150.68</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Advanced_Character_Rigging_-_Part_Two&amp;diff=2350</id>
		<title>Advanced Character Rigging - Part Two</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Advanced_Character_Rigging_-_Part_Two&amp;diff=2350"/>
		<updated>2007-03-28T03:43:52Z</updated>

		<summary type="html">&lt;p&gt;24.21.150.68: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Advanced Character Rigging with Maya 7.0 ==&lt;br /&gt;
&lt;br /&gt;
== Part Two ==&lt;br /&gt;
&lt;br /&gt;
Back to [[Advanced character rigging]] Introduction&lt;br /&gt;
&lt;br /&gt;
Skip to [[Advanced Character Rigging - Part Three]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now it&#039;s time to &amp;quot;skin&amp;quot; the bones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of the meshes need to be: &lt;br /&gt;
&lt;br /&gt;
*triangulated (F3 (Modeling mode), Maya menu - &#039;&#039;&#039;Polygons &amp;gt; Triangulate&#039;&#039;&#039;)&lt;br /&gt;
*have their histories deleted (Maya menu - &#039;&#039;&#039;Edit &amp;gt; Delete by Type &amp;gt; History&#039;&#039;&#039;)&lt;br /&gt;
*have their transformations frozen (Maya menu - &#039;&#039;&#039;Modify &amp;gt; Freeze Transformations&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next we&#039;ll need to attach those meshes to the skeleton rig. In the outliner window (Maya menu - &#039;&#039;&#039;Window &amp;gt; Outliner . . .&#039;&#039;&#039;, select all the meshes &amp;amp; the skeleton (hold Ctrl while clicking the meshes &amp;amp; the skeleton):&lt;br /&gt;
&lt;br /&gt;
http://img242.imageshack.us/img242/9914/mayaoutlinerselectionszo2.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then Edit &amp;gt; Select Hierarchy:&lt;br /&gt;
&lt;br /&gt;
http://img225.imageshack.us/img225/6108/selecthierarchyor4.jpg&lt;br /&gt;
&lt;br /&gt;
This is necessary to include all of the joints in the skeleton. The origin joint would be the only joint we rig &amp;amp; that wouldn&#039;t be too much fun, now would it?&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
And now hit F2 for Animation Mode. Go to the menu &#039;&#039;&#039;Skin &amp;gt; Bind Skin &amp;gt; Smooth Bind [ ]&#039;&#039;&#039; &amp;amp; click the square to the right of the menu item:&lt;br /&gt;
&lt;br /&gt;
http://img300.imageshack.us/img300/1141/bindskinmenusl1.jpg&lt;br /&gt;
&lt;br /&gt;
which will bring up the bind skin options:&lt;br /&gt;
&lt;br /&gt;
http://img151.imageshack.us/img151/7133/bindskinoptionszx3.jpg&lt;br /&gt;
&lt;br /&gt;
&amp;amp; use those values.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now select a mesh, in this case we&#039;ll select the legs since the upper legs &amp;amp; the lower legs are tricky to weight. When the lower leg rotates back, you want it to look natural. Not to have it look like this:&lt;br /&gt;
&lt;br /&gt;
http://www.mindplaces.com/save/rigging12.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now bring up the Paint Skin Weights tool (Maya menu - &#039;&#039;&#039;Skin &amp;gt; Edit Smooth Skin &amp;gt; Paint Skin Weights Tool [ ]&#039;&#039;&#039; &amp;amp; click the square to the right. The Paint Skin Weights Tool will replace the Attribute Editor &amp;amp; the mesh will become black (black has no weights associated with the selected joint in the Paint Skin Weights Tool, white is fully weighted):&lt;br /&gt;
&lt;br /&gt;
http://img354.imageshack.us/img354/3449/legsselecteo2.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I hate having stray joints rigged especially when the joint isn&#039;t all that important. So the Flood function is very handy to get rid of those stray weights. Select the Hip joint in the weight painter, select the &#039;&#039;Replace&#039;&#039; function, turn up the weight value to one, &amp;amp; click &amp;quot;Flood&amp;quot; like so:&lt;br /&gt;
&lt;br /&gt;
http://img256.imageshack.us/img256/6714/hipsfloodub4.jpg&lt;br /&gt;
&lt;br /&gt;
Which will make the legs white:&lt;br /&gt;
&lt;br /&gt;
http://img249.imageshack.us/img249/2235/legsweightedht9.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now select an upper leg joint in the weight painter, in this case it&#039;s &amp;quot;LeftUpLeg&amp;quot;,leave the weight value as one, select a brush at the top of the weight painter, &amp;amp; paint on the mesh where the upper left leg should be (notice that the rest of the leg turned black after choosing another joint in the paint weighter, that&#039;s a blank canvas for the joint you selected):&lt;br /&gt;
&lt;br /&gt;
http://img155.imageshack.us/img155/1646/legpaintft5.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Keep painting weights wherever they should go &amp;amp; we&#039;ll troubleshoot &amp;amp; refine the weighting in part three which is way over here:&lt;br /&gt;
&lt;br /&gt;
[[Advanced Character Rigging - Part Three]]&lt;/div&gt;</summary>
		<author><name>24.21.150.68</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Advanced_character_rigging&amp;diff=2349</id>
		<title>Advanced character rigging</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Advanced_character_rigging&amp;diff=2349"/>
		<updated>2007-03-28T03:32:46Z</updated>

		<summary type="html">&lt;p&gt;24.21.150.68: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Advanced Character Rigging with Maya 7.0 ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Introduction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skip to [[Advanced Character Rigging - Part Two]]&lt;br /&gt;
&lt;br /&gt;
Skip to [[Advanced Character Rigging - Part Three]]&lt;br /&gt;
&lt;br /&gt;
For a brief overview of getting animated characters into Doom 3, go here:&lt;br /&gt;
[[Getting_Characters_and_their_Anims_into_Doom]] (you&#039;ll find the Maya 7 plugin here)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Maya is a beast of a modeling program &amp;amp; it has a big learning curve. When you get used it, you&#039;ll find that the work flow can be pretty quick. Turning your Maya mesh into an animated Doom 3 model will require a lot of patience &amp;amp; a lot of work because of the fine tuning the weights of an animated rig. Unforeseen consequences, . . . ahem . . . like submeshes clipping through another submesh and unintentional rigging of joints you don&#039;t want, can be frustrating but those are the reasons for this tutorial!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== First of all, here&#039;s a list of useful hotkeys: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alt + Left Mouse Button&#039;&#039;&#039; - Rotate the view port (&amp;quot;Tumble&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alt + Middle Mouse Button&#039;&#039;&#039; - Pan in the view port (&amp;quot;Track&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alt + Right Mouse Button&#039;&#039;&#039; - Zoom in the view port (&amp;quot;Dolly&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F1&#039;&#039;&#039; - Maya help (opens in a web broswer)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F2&#039;&#039;&#039; - Animation specific menus&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F3&#039;&#039;&#039; - Modeling specific menus&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F4&#039;&#039;&#039; - Dynamics specific menus (not very useful for Doom 3)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F5&#039;&#039;&#039; - Rendering specific menus (rendering current frames, texturing/lighting, etc.)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Need to know tools in Maya: ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outliner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://img181.imageshack.us/img181/9544/mayaoutlineryf8.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Editor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://img248.imageshack.us/img248/4402/mayaattributeeditorqd3.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paint Skin Weight Tool&#039;&#039;&#039; referred to occasionally as weight painter . . .&lt;br /&gt;
&lt;br /&gt;
http://img92.imageshack.us/img92/5351/mayapaintskinweightstf8.jpg&lt;br /&gt;
&lt;br /&gt;
This tool is the one you&#039;ll want to familiarize yourself with, especially the &#039;&#039;Replace&#039;&#039;, &#039;&#039;Add&#039;&#039; and &#039;&#039;Smooth&#039;&#039; functions in the &amp;quot;Paint Weights&amp;quot; rollout.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Of course we&#039;ll need a mesh to rig.&lt;br /&gt;
&lt;br /&gt;
Enter Diego&#039;s Thug character:&lt;br /&gt;
http://img291.imageshack.us/img291/6441/diegothugtd8.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;amp; now we&#039;ll need a skeleton to rig the mesh to:&lt;br /&gt;
http://img168.imageshack.us/img168/9492/tdmskeletonrf1.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that we have all we need to start, let&#039;s go on to Part Two:&lt;br /&gt;
[[Advanced Character Rigging - Part Two]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Models]]&lt;br /&gt;
[[Category:AI]]&lt;br /&gt;
[[Category:Tutorial]]&lt;/div&gt;</summary>
		<author><name>24.21.150.68</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Advanced_Character_Rigging_-_Part_Three&amp;diff=2348</id>
		<title>Advanced Character Rigging - Part Three</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Advanced_Character_Rigging_-_Part_Three&amp;diff=2348"/>
		<updated>2007-03-28T03:32:09Z</updated>

		<summary type="html">&lt;p&gt;24.21.150.68: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Advanced Character Rigging with Maya 7.0 ==&lt;br /&gt;
&lt;br /&gt;
== Part Three ==&lt;br /&gt;
&lt;br /&gt;
Back to [[Advanced character rigging]] Introduction&lt;br /&gt;
&lt;br /&gt;
Back to [[Advanced Character Rigging - Part Two]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After all that work of paint those skin weights (wait, you didn&#039;t rig the left arm mesh to the right upper leg joint did you?) it&#039;s time to refine our rig. So far my left upper leg mesh is rigged to LeftUpLeg, while the lower leg mesh is rigged to . . . well . . . LeftLeg:&lt;br /&gt;
&lt;br /&gt;
http://img294.imageshack.us/img294/9205/leftlegweightedlf1.jpg&lt;br /&gt;
&lt;br /&gt;
Easy enough? But wait (weight?) . . . What happens if we rotate the lower leg back? Let&#039;s find out!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open the Outliner &amp;amp; shift-click the square to the left of the origin joint:&lt;br /&gt;
&lt;br /&gt;
http://img141.imageshack.us/img141/8155/expandselectionhj7.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This will expand the joint hierarchy. Now select the LeftLeg joint &amp;amp; rotate that joint backwards. For this example I didn&#039;t have to rotate it too far:&lt;br /&gt;
&lt;br /&gt;
http://img408.imageshack.us/img408/1641/leftlegweirdweightvc9.jpg&lt;br /&gt;
&lt;br /&gt;
The lower leg is not behaving naturally. So how do we fix it? I&#039;ll tell you but you&#039;d better be nice to me &amp;amp; send money to my PayPal account . . . oh wait, I need to update that account . . .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Keep the leg in that rotation while we do a little something extra to it. This is where those handy-dandy functions like Add &amp;amp; Smooth come in. Select the leg mesh again then go back to the weight painter. Resize the brush so you don&#039;t accidentally paint somewhere else &amp;amp; select the solid round brush at the top:&lt;br /&gt;
&lt;br /&gt;
http://img83.imageshack.us/img83/5253/brushselectionif2.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now click on the smooth function, select the LeftUpLeg joint (or whichever upper left leg joint you have), &amp;amp; paint the vertices &#039;&#039;below&#039;&#039;, and back of, the lower leg:&lt;br /&gt;
&lt;br /&gt;
http://img481.imageshack.us/img481/7558/smoothingvb1.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now select the LeftLeg joint (or lower left leg joint you may have) &amp;amp; paint the vertices &#039;&#039;above&#039;&#039;, and back of, the upper leg. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you did it correctly then there&#039;ll be a big improvement when you&#039;re done:&lt;br /&gt;
&lt;br /&gt;
http://img175.imageshack.us/img175/128/smoothedoutqm2.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you&#039;re done refining your rig, select the origin bone in the Outliner, go to the menu and click - &#039;&#039;&#039;Skin &amp;gt; Go to Bind Pose&#039;&#039;&#039; &amp;amp; your original pose will spring back to where it was.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What? I left out the Add function of the weight painter? For those stubborn rigging problems that smoothing won&#039;t work with, you use &#039;&#039;Add&#039;&#039; in small increments&lt;br /&gt;
&lt;br /&gt;
http://img89.imageshack.us/img89/1107/addfunctionth6.jpg&lt;br /&gt;
&lt;br /&gt;
I normally use weight values of 0.1000 when I&#039;m adding weights so I don&#039;t overdo it the first time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other tips: ==&lt;br /&gt;
&lt;br /&gt;
*When working with leg meshes, I flood them with the &amp;quot;Hips&amp;quot; with a weight value of one&lt;br /&gt;
*When I&#039;m working on a torso, I flood them with the &amp;quot;Spine&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Just because I hate stray weights . . .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Advanced character rigging]] Introduction&lt;br /&gt;
&lt;br /&gt;
Back to [[Advanced Character Rigging - Part Two]]&lt;/div&gt;</summary>
		<author><name>24.21.150.68</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Advanced_Character_Rigging_-_Part_Two&amp;diff=2347</id>
		<title>Advanced Character Rigging - Part Two</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Advanced_Character_Rigging_-_Part_Two&amp;diff=2347"/>
		<updated>2007-03-28T03:31:39Z</updated>

		<summary type="html">&lt;p&gt;24.21.150.68: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Advanced Character Rigging with Maya 7.0 ==&lt;br /&gt;
&lt;br /&gt;
== Part Two ==&lt;br /&gt;
&lt;br /&gt;
Back to [[Advanced character rigging]] Introduction&lt;br /&gt;
&lt;br /&gt;
Skip to [[Advanced Character Rigging - Part Three]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now it&#039;s time to &amp;quot;skin&amp;quot; the bones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of the meshes need to be: &lt;br /&gt;
&lt;br /&gt;
*triangulated (F3 (Modeling mode), Maya menu - &#039;&#039;&#039;Polygons &amp;gt; Triangulate&#039;&#039;&#039;)&lt;br /&gt;
*have their histories deleted (Maya menu - &#039;&#039;&#039;Edit &amp;gt; Delete by Type &amp;gt; History&#039;&#039;&#039;)&lt;br /&gt;
*have their transformations frozen (Maya menu - &#039;&#039;&#039;Modify &amp;gt; Freeze Transformations&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next we&#039;ll need to attach those meshes to the skeleton rig. In the outliner window (Maya menu - &#039;&#039;&#039;Window &amp;gt; Outliner . . .&#039;&#039;&#039;, select all the meshes &amp;amp; the skeleton (hold Ctrl while clicking the meshes &amp;amp; the skeleton):&lt;br /&gt;
&lt;br /&gt;
http://img242.imageshack.us/img242/9914/mayaoutlinerselectionszo2.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then Edit &amp;gt; Select Hierarchy:&lt;br /&gt;
&lt;br /&gt;
http://img225.imageshack.us/img225/6108/selecthierarchyor4.jpg&lt;br /&gt;
&lt;br /&gt;
This is necessary to include all of the joints in the skeleton. The origin joint would be the only joint we rig &amp;amp; that wouldn&#039;t be too much fun, now would it?&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
And now hit F2 for Animation Mode. Go to the menu &#039;&#039;&#039;Skin &amp;gt; Bind Skin &amp;gt; Smooth Bind [ ]&#039;&#039;&#039; &amp;amp; click the square to the right of the menu item:&lt;br /&gt;
&lt;br /&gt;
http://img300.imageshack.us/img300/1141/bindskinmenusl1.jpg&lt;br /&gt;
&lt;br /&gt;
which will bring up the bind skin options:&lt;br /&gt;
&lt;br /&gt;
http://img151.imageshack.us/img151/7133/bindskinoptionszx3.jpg&lt;br /&gt;
&lt;br /&gt;
&amp;amp; use those values.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now select a mesh, in this case we&#039;ll select the legs since the upper legs &amp;amp; the lower legs are tricky to weight. When the lower leg rotates back, you want it to look natural. Not to have it look like this:&lt;br /&gt;
&lt;br /&gt;
http://www.mindplaces.com/save/rigging12.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now bring up the Paint Skin Weights tool (Maya menu - &#039;&#039;&#039;Skin &amp;gt; Edit Smooth Skin &amp;gt; Paint Skin Weights Tool [ ]&#039;&#039;&#039; &amp;amp; click the square to the right. The Paint Skin Weights Tool will replace the Attribute Editor &amp;amp; the mesh will become black (black has no weights associated with the selected joint in the Paint Skin Weights Tool, white is fully weighted):&lt;br /&gt;
&lt;br /&gt;
http://img354.imageshack.us/img354/3449/legsselecteo2.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I hate having stray joints rigged especially when the joint isn&#039;t all that important. So the Flood function is very handy to get rid of those stray weights. Select the Hip joint in the weight painter, select the &#039;&#039;Replace&#039;&#039; function, turn up the weight value to one, &amp;amp; click &amp;quot;Flood&amp;quot; like so:&lt;br /&gt;
&lt;br /&gt;
http://img256.imageshack.us/img256/6714/hipsfloodub4.jpg&lt;br /&gt;
&lt;br /&gt;
Which will make the legs white:&lt;br /&gt;
&lt;br /&gt;
http://img249.imageshack.us/img249/2235/legsweightedht9.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now select an upper leg joint in the weight painter, in this case it&#039;s &amp;quot;LeftUpLeg&amp;quot;,leave the weight value as one, select a brush at the top of the weight painter, &amp;amp; paint on the mesh where the upper left leg should be (notice that the rest of the leg turned black after choosing another joint in the paint weighter, that&#039;s a black canvas for the joint you selected):&lt;br /&gt;
&lt;br /&gt;
http://img155.imageshack.us/img155/1646/legpaintft5.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Keep painting weights wherever they should go &amp;amp; we&#039;ll troubleshoot &amp;amp; refine the weighting in part three which is way over here:&lt;br /&gt;
&lt;br /&gt;
[[Advanced Character Rigging - Part Three]]&lt;/div&gt;</summary>
		<author><name>24.21.150.68</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Advanced_character_rigging&amp;diff=2346</id>
		<title>Advanced character rigging</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Advanced_character_rigging&amp;diff=2346"/>
		<updated>2007-03-28T03:31:11Z</updated>

		<summary type="html">&lt;p&gt;24.21.150.68: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Advanced Character Rigging with Maya 7.0 ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Introduction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skip to [[Advanced Character Rigging - Part Two]] or [[Advanced Character Rigging - Part Three]]&lt;br /&gt;
&lt;br /&gt;
For a brief overview of getting animated characters into Doom 3, go here:&lt;br /&gt;
[[Getting_Characters_and_their_Anims_into_Doom]] (you&#039;ll find the Maya 7 plugin here)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Maya is a beast of a modeling program &amp;amp; it has a big learning curve. When you get used it, you&#039;ll find that the work flow can be pretty quick. Turning your Maya mesh into an animated Doom 3 model will require a lot of patience &amp;amp; a lot of work because of the fine tuning the weights of an animated rig. Unforeseen consequences, . . . ahem . . . like submeshes clipping through another submesh and unintentional rigging of joints you don&#039;t want, can be frustrating but those are the reasons for this tutorial!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== First of all, here&#039;s a list of useful hotkeys: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alt + Left Mouse Button&#039;&#039;&#039; - Rotate the view port (&amp;quot;Tumble&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alt + Middle Mouse Button&#039;&#039;&#039; - Pan in the view port (&amp;quot;Track&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alt + Right Mouse Button&#039;&#039;&#039; - Zoom in the view port (&amp;quot;Dolly&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F1&#039;&#039;&#039; - Maya help (opens in a web broswer)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F2&#039;&#039;&#039; - Animation specific menus&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F3&#039;&#039;&#039; - Modeling specific menus&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F4&#039;&#039;&#039; - Dynamics specific menus (not very useful for Doom 3)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F5&#039;&#039;&#039; - Rendering specific menus (rendering current frames, texturing/lighting, etc.)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Need to know tools in Maya: ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outliner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://img181.imageshack.us/img181/9544/mayaoutlineryf8.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Editor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://img248.imageshack.us/img248/4402/mayaattributeeditorqd3.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paint Skin Weight Tool&#039;&#039;&#039; referred to occasionally as weight painter . . .&lt;br /&gt;
&lt;br /&gt;
http://img92.imageshack.us/img92/5351/mayapaintskinweightstf8.jpg&lt;br /&gt;
&lt;br /&gt;
This tool is the one you&#039;ll want to familiarize yourself with, especially the &#039;&#039;Replace&#039;&#039;, &#039;&#039;Add&#039;&#039; and &#039;&#039;Smooth&#039;&#039; functions in the &amp;quot;Paint Weights&amp;quot; rollout.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Of course we&#039;ll need a mesh to rig.&lt;br /&gt;
&lt;br /&gt;
Enter Diego&#039;s Thug character:&lt;br /&gt;
http://img291.imageshack.us/img291/6441/diegothugtd8.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;amp; now we&#039;ll need a skeleton to rig the mesh to:&lt;br /&gt;
http://img168.imageshack.us/img168/9492/tdmskeletonrf1.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that we have all we need to start, let&#039;s go on to Part Two:&lt;br /&gt;
[[Advanced Character Rigging - Part Two]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Models]]&lt;br /&gt;
[[Category:AI]]&lt;br /&gt;
[[Category:Tutorial]]&lt;/div&gt;</summary>
		<author><name>24.21.150.68</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Advanced_Character_Rigging_-_Part_Three&amp;diff=2345</id>
		<title>Advanced Character Rigging - Part Three</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Advanced_Character_Rigging_-_Part_Three&amp;diff=2345"/>
		<updated>2007-03-28T03:28:05Z</updated>

		<summary type="html">&lt;p&gt;24.21.150.68: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Advanced Character Rigging with Maya 7.0 ==&lt;br /&gt;
&lt;br /&gt;
== Part Three ==&lt;br /&gt;
&lt;br /&gt;
Back to [[Advanced character rigging]] Introduction&lt;br /&gt;
Back to [[Advanced Character Rigging - Part Two]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After all that work of paint those skin weights (wait, you didn&#039;t rig the left arm mesh to the right upper leg joint did you?) it&#039;s time to refine our rig. So far my left upper leg mesh is rigged to LeftUpLeg, while the lower leg mesh is rigged to . . . well . . . LeftLeg:&lt;br /&gt;
&lt;br /&gt;
http://img294.imageshack.us/img294/9205/leftlegweightedlf1.jpg&lt;br /&gt;
&lt;br /&gt;
Easy enough? But wait (weight?) . . . What happens if we rotate the lower leg back? Let&#039;s find out!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open the Outliner &amp;amp; shift-click the square to the left of the origin joint:&lt;br /&gt;
&lt;br /&gt;
http://img141.imageshack.us/img141/8155/expandselectionhj7.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This will expand the joint hierarchy. Now select the LeftLeg joint &amp;amp; rotate that joint backwards. For this example I didn&#039;t have to rotate it too far:&lt;br /&gt;
&lt;br /&gt;
http://img408.imageshack.us/img408/1641/leftlegweirdweightvc9.jpg&lt;br /&gt;
&lt;br /&gt;
The lower leg is not behaving naturally. So how do we fix it? I&#039;ll tell you but you&#039;d better be nice to me &amp;amp; send money to my PayPal account . . . oh wait, I need to update that account . . .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Keep the leg in that rotation while we do a little something extra to it. This is where those handy-dandy functions like Add &amp;amp; Smooth come in. Select the leg mesh again then go back to the weight painter. Resize the brush so you don&#039;t accidentally paint somewhere else &amp;amp; select the solid round brush at the top:&lt;br /&gt;
&lt;br /&gt;
http://img83.imageshack.us/img83/5253/brushselectionif2.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now click on the smooth function, select the LeftUpLeg joint (or whichever upper left leg joint you have), &amp;amp; paint the vertices &#039;&#039;below&#039;&#039;, and back of, the lower leg:&lt;br /&gt;
&lt;br /&gt;
http://img481.imageshack.us/img481/7558/smoothingvb1.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now select the LeftLeg joint (or lower left leg joint you may have) &amp;amp; paint the vertices &#039;&#039;above&#039;&#039;, and back of, the upper leg. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you did it correctly then there&#039;ll be a big improvement when you&#039;re done:&lt;br /&gt;
&lt;br /&gt;
http://img175.imageshack.us/img175/128/smoothedoutqm2.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you&#039;re done refining your rig, select the origin bone in the Outliner, go to the menu and click - &#039;&#039;&#039;Skin &amp;gt; Go to Bind Pose&#039;&#039;&#039; &amp;amp; your original pose will spring back to where it was.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What? I left out the Add function of the weight painter? For those stubborn rigging problems that smoothing won&#039;t work with, you use &#039;&#039;Add&#039;&#039; in small increments&lt;br /&gt;
&lt;br /&gt;
http://img89.imageshack.us/img89/1107/addfunctionth6.jpg&lt;br /&gt;
&lt;br /&gt;
I normally use weight values of 0.1000 when I&#039;m adding weights so I don&#039;t overdo it the first time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other tips: ==&lt;br /&gt;
&lt;br /&gt;
*When working with leg meshes, I flood them with the &amp;quot;Hips&amp;quot; with a weight value of one&lt;br /&gt;
*When I&#039;m working on a torso, I flood them with the &amp;quot;Spine&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Just because I hate stray weights . . .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Advanced character rigging]] Introduction&lt;br /&gt;
Back to [[Advanced Character Rigging - Part Two]]&lt;/div&gt;</summary>
		<author><name>24.21.150.68</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Advanced_Character_Rigging_-_Part_Three&amp;diff=2344</id>
		<title>Advanced Character Rigging - Part Three</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Advanced_Character_Rigging_-_Part_Three&amp;diff=2344"/>
		<updated>2007-03-28T03:27:00Z</updated>

		<summary type="html">&lt;p&gt;24.21.150.68: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Advanced Character Rigging with Maya 7.0 ==&lt;br /&gt;
&lt;br /&gt;
== Part Three ==&lt;br /&gt;
&lt;br /&gt;
Back to [[Advanced character rigging]] Introduction&lt;br /&gt;
Back to [[Advanced Character Rigging - Part Two]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After all that work of paint those skin weights (wait, you didn&#039;t rig the left arm mesh to the right upper leg joint did you?) it&#039;s time to refine our rig. So far my left upper leg mesh is rigged to LeftUpLeg, while the lower leg mesh is rigged to . . . well . . . LeftLeg:&lt;br /&gt;
&lt;br /&gt;
http://img294.imageshack.us/img294/9205/leftlegweightedlf1.jpg&lt;br /&gt;
&lt;br /&gt;
Easy enough? But wait (weight?) . . . What happens if we rotate the lower leg back? Let&#039;s find out!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open the Outliner &amp;amp; shift-click the square to the left of the origin joint:&lt;br /&gt;
&lt;br /&gt;
http://img141.imageshack.us/img141/8155/expandselectionhj7.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This will expand the joint hierarchy. Now select the LeftLeg joint &amp;amp; rotate that joint backwards. For this example I didn&#039;t have to rotate it too far:&lt;br /&gt;
&lt;br /&gt;
http://img408.imageshack.us/img408/1641/leftlegweirdweightvc9.jpg&lt;br /&gt;
&lt;br /&gt;
The lower leg is not behaving naturally. So how do we fix it? I&#039;ll tell you but you&#039;d better be nice to me &amp;amp; send money to my PayPal account . . . oh wait, I need to update that account . . .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Keep the leg in that rotation while we do a little something extra to it. This is where those handy-dandy functions like Add &amp;amp; Smooth come in. Select the leg mesh again then go back to the weight painter. Resize the brush so you don&#039;t accidentally paint somewhere else &amp;amp; select the solid round brush at the top:&lt;br /&gt;
&lt;br /&gt;
http://img83.imageshack.us/img83/5253/brushselectionif2.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now click on the smooth function, select the LeftUpLeg joint (or whichever upper left leg joint you have), &amp;amp; paint the vertices &#039;&#039;above&#039;&#039;, and back of, the lower leg:&lt;br /&gt;
&lt;br /&gt;
http://img481.imageshack.us/img481/7558/smoothingvb1.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now select the LeftLeg joint (or lower left leg joint you may have) &amp;amp; paint the vertices &#039;&#039;below&#039;&#039;, and back of, the upper leg. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you did it correctly then there&#039;ll be a big improvement when you&#039;re done:&lt;br /&gt;
&lt;br /&gt;
http://img175.imageshack.us/img175/128/smoothedoutqm2.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you&#039;re done refining your rig, select the origin bone in the Outliner, go to the menu and click - &#039;&#039;&#039;Skin &amp;gt; Go to Bind Pose&#039;&#039;&#039; &amp;amp; your original pose will spring back to where it was.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What? I left out the Add function of the weight painter? For those stubborn rigging problems that smoothing won&#039;t work with, you use &#039;&#039;Add&#039;&#039; in small increments&lt;br /&gt;
&lt;br /&gt;
http://img89.imageshack.us/img89/1107/addfunctionth6.jpg&lt;br /&gt;
&lt;br /&gt;
I normally use weight values of 0.1000 when I&#039;m adding weights so I don&#039;t overdo it the first time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other tips: ==&lt;br /&gt;
&lt;br /&gt;
*When working with leg meshes, I flood them with the &amp;quot;Hips&amp;quot; with a weight value of one&lt;br /&gt;
*When I&#039;m working on a torso, I flood them with the &amp;quot;Spine&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Just because I hate stray weights . . .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Advanced character rigging]] Introduction&lt;br /&gt;
Back to [[Advanced Character Rigging - Part Two]]&lt;/div&gt;</summary>
		<author><name>24.21.150.68</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Advanced_Character_Rigging_-_Part_Three&amp;diff=2343</id>
		<title>Advanced Character Rigging - Part Three</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Advanced_Character_Rigging_-_Part_Three&amp;diff=2343"/>
		<updated>2007-03-28T03:11:45Z</updated>

		<summary type="html">&lt;p&gt;24.21.150.68: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Advanced Character Rigging with Maya 7.0 ==&lt;br /&gt;
&lt;br /&gt;
== Part Three ==&lt;br /&gt;
&lt;br /&gt;
Back to [[Advanced character rigging]] Introduction&lt;br /&gt;
Back to [[Advanced Character Rigging - Part Two]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After all that work of paint those skin weights (wait, you didn&#039;t rig the left arm mesh to the right upper leg joint did you?) it&#039;s time to refine our rig. So far my left upper leg mesh is rigged to LeftUpLeg, while the lower leg mesh is rigged to . . . well . . . LeftLeg:&lt;br /&gt;
&lt;br /&gt;
http://img294.imageshack.us/img294/9205/leftlegweightedlf1.jpg&lt;br /&gt;
&lt;br /&gt;
Easy enough? But wait (weight?) . . . What happens if we rotate the lower leg back? Let&#039;s find out!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open the Outliner &amp;amp; shift-click the square to the left of the origin joint:&lt;br /&gt;
&lt;br /&gt;
http://img141.imageshack.us/img141/8155/expandselectionhj7.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This will expand the joint hierarchy. Now select the LeftLeg joint &amp;amp; rotate that joint backwards. For this example I didn&#039;t have to rotate it too far:&lt;br /&gt;
&lt;br /&gt;
http://img408.imageshack.us/img408/1641/leftlegweirdweightvc9.jpg&lt;br /&gt;
&lt;br /&gt;
The lower leg is not behaving naturally. So how do we fix it? I&#039;ll tell you but you&#039;d better be nice to me &amp;amp; send money to my PayPal account . . . oh wait, I need to update that account . . .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Keep the leg in that rotation while we do a little something extra to it. This is where those handy-dandy functions like Add &amp;amp; Smooth come in. Select the leg mesh again then go back to the weight painter. Resize the brush so you don&#039;t accidentally paint somewhere else &amp;amp; select the solid round brush at the top:&lt;br /&gt;
&lt;br /&gt;
http://img83.imageshack.us/img83/5253/brushselectionif2.jpg&lt;br /&gt;
&lt;br /&gt;
(I actually have the third one selected but hopefully you get the idea)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now click on the smooth function, select the LeftUpLeg joint (or whichever left upper leg joint you have), &amp;amp; paint the vertices above, and back of, the lower leg:&lt;br /&gt;
&lt;br /&gt;
http://img481.imageshack.us/img481/7558/smoothingvb1.jpg&lt;/div&gt;</summary>
		<author><name>24.21.150.68</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Advanced_Character_Rigging_-_Part_Three&amp;diff=2342</id>
		<title>Advanced Character Rigging - Part Three</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Advanced_Character_Rigging_-_Part_Three&amp;diff=2342"/>
		<updated>2007-03-28T03:02:08Z</updated>

		<summary type="html">&lt;p&gt;24.21.150.68: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Advanced Character Rigging with Maya 7.0 ==&lt;br /&gt;
&lt;br /&gt;
== Part Three ==&lt;br /&gt;
&lt;br /&gt;
Back to [[Advanced character rigging]] Introduction&lt;br /&gt;
Back to [[Advanced Character Rigging - Part Two]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After all that work of paint those skin weights (wait, you didn&#039;t rig the left arm mesh to the right upper leg joint did you?) it&#039;s time to refine our rig. So far my left upper leg mesh is rigged to LeftUpLeg, while the lower leg mesh is rigged to . . . well . . . LeftLeg:&lt;br /&gt;
&lt;br /&gt;
http://img294.imageshack.us/img294/9205/leftlegweightedlf1.jpg&lt;br /&gt;
&lt;br /&gt;
Easy enough? But wait (weight?) . . . What happens if we rotate the lower leg back? Let&#039;s find out!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open the Outliner &amp;amp; shift-click the square to the left of the origin joint:&lt;br /&gt;
&lt;br /&gt;
http://img141.imageshack.us/img141/8155/expandselectionhj7.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This will expand the joint hierarchy. Now select the LeftLeg joint &amp;amp; rotate that joint backwards. For this example I didn&#039;t have to rotate it too far:&lt;br /&gt;
&lt;br /&gt;
http://img408.imageshack.us/img408/1641/leftlegweirdweightvc9.jpg&lt;br /&gt;
&lt;br /&gt;
The lower leg is not behaving naturally. So how do we fix it? I&#039;ll tell you but you&#039;d better be nice to me &amp;amp; send money to my PayPal account . . . oh wait, I need to update that account . . .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Keep the leg in that rotation while we do a little something extra to it. This is where those handy-dandy functions like Add &amp;amp; Smooth come in. Select the leg mesh again then go back to the weight painter. Choose one of the brushes with a nice falloff like the second one from the left:&lt;br /&gt;
&lt;br /&gt;
http://img83.imageshack.us/img83/5253/brushselectionif2.jpg&lt;/div&gt;</summary>
		<author><name>24.21.150.68</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Advanced_Character_Rigging_-_Part_Three&amp;diff=2341</id>
		<title>Advanced Character Rigging - Part Three</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Advanced_Character_Rigging_-_Part_Three&amp;diff=2341"/>
		<updated>2007-03-28T02:55:24Z</updated>

		<summary type="html">&lt;p&gt;24.21.150.68: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Advanced Character Rigging with Maya 7.0 ==&lt;br /&gt;
&lt;br /&gt;
== Part Three ==&lt;br /&gt;
&lt;br /&gt;
Back to [[Advanced character rigging]] Introduction&lt;br /&gt;
Back to [[Advanced Character Rigging - Part Two]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After all that work of paint those skin weights (wait, you didn&#039;t rig the left arm mesh to the right upper leg joint did you?) it&#039;s time to refine our rig. So far my left upper leg mesh is rigged to LeftUpLeg, while the lower leg mesh is rigged to . . . well . . . LeftLeg:&lt;br /&gt;
&lt;br /&gt;
http://img294.imageshack.us/img294/9205/leftlegweightedlf1.jpg&lt;br /&gt;
&lt;br /&gt;
Easy enough? But wait (weight?) . . . What happens if we rotate the lower leg back? Let&#039;s find out!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Open the Outliner &amp;amp; shift-click the square to the left of the origin joint:&lt;br /&gt;
&lt;br /&gt;
http://img141.imageshack.us/img141/8155/expandselectionhj7.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This will expand the joint hierarchy. Now select the LeftLeg joint &amp;amp; rotate that joint backwards. For this example I didn&#039;t have to rotate it too far:&lt;br /&gt;
&lt;br /&gt;
http://img408.imageshack.us/img408/1641/leftlegweirdweightvc9.jpg&lt;/div&gt;</summary>
		<author><name>24.21.150.68</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Advanced_Character_Rigging_-_Part_Two&amp;diff=2340</id>
		<title>Advanced Character Rigging - Part Two</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Advanced_Character_Rigging_-_Part_Two&amp;diff=2340"/>
		<updated>2007-03-28T02:34:55Z</updated>

		<summary type="html">&lt;p&gt;24.21.150.68: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Advanced Character Rigging with Maya 7.0 ==&lt;br /&gt;
&lt;br /&gt;
== Part Two ==&lt;br /&gt;
&lt;br /&gt;
Back to [[Advanced character rigging]] Introduction&lt;br /&gt;
Skip to [[Advanced Character Rigging - Part Three]]&lt;br /&gt;
Now it&#039;s time to &amp;quot;skin&amp;quot; the bones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of the meshes need to be: &lt;br /&gt;
&lt;br /&gt;
*triangulated (F3 (Modeling mode), Maya menu - &#039;&#039;&#039;Polygons &amp;gt; Triangulate&#039;&#039;&#039;)&lt;br /&gt;
*have their histories deleted (Maya menu - &#039;&#039;&#039;Edit &amp;gt; Delete by Type &amp;gt; History&#039;&#039;&#039;)&lt;br /&gt;
*have their transformations frozen (Maya menu - &#039;&#039;&#039;Modify &amp;gt; Freeze Transformations&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next we&#039;ll need to attach those meshes to the skeleton rig. In the outliner window (Maya menu - &#039;&#039;&#039;Window &amp;gt; Outliner . . .&#039;&#039;&#039;, select all the meshes &amp;amp; the skeleton (hold Ctrl while clicking the meshes &amp;amp; the skeleton):&lt;br /&gt;
&lt;br /&gt;
http://img242.imageshack.us/img242/9914/mayaoutlinerselectionszo2.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then Edit &amp;gt; Select Hierarchy:&lt;br /&gt;
&lt;br /&gt;
http://img225.imageshack.us/img225/6108/selecthierarchyor4.jpg&lt;br /&gt;
&lt;br /&gt;
This is necessary to include all of the joints in the skeleton. The origin joint would be the only joint we rig &amp;amp; that wouldn&#039;t be too much fun, now would it?&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
And now hit F2 for Animation Mode. Go to the menu &#039;&#039;&#039;Skin &amp;gt; Bind Skin &amp;gt; Smooth Bind [ ]&#039;&#039;&#039; &amp;amp; click the square to the right of the menu item:&lt;br /&gt;
&lt;br /&gt;
http://img300.imageshack.us/img300/1141/bindskinmenusl1.jpg&lt;br /&gt;
&lt;br /&gt;
which will bring up the bind skin options:&lt;br /&gt;
&lt;br /&gt;
http://img151.imageshack.us/img151/7133/bindskinoptionszx3.jpg&lt;br /&gt;
&lt;br /&gt;
&amp;amp; use those values.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now select a mesh, in this case we&#039;ll select the legs since the upper legs &amp;amp; the lower legs are tricky to weight. When the lower leg rotates back, you want it to look natural. Not to have it look like this:&lt;br /&gt;
&lt;br /&gt;
http://www.mindplaces.com/save/rigging12.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now bring up the Paint Skin Weights tool (Maya menu - &#039;&#039;&#039;Skin &amp;gt; Edit Smooth Skin &amp;gt; Paint Skin Weights Tool [ ]&#039;&#039;&#039; &amp;amp; click the square to the right. The Paint Skin Weights Tool will replace the Attribute Editor &amp;amp; the mesh will become black (black has no weights associated with the selected joint in the Paint Skin Weights Tool, white is fully weighted):&lt;br /&gt;
&lt;br /&gt;
http://img354.imageshack.us/img354/3449/legsselecteo2.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I hate having stray joints rigged especially when the joint isn&#039;t all that important. So the Flood function is very handy to get rid of those stray weights. Select the Hip joint in the weight painter, select the &#039;&#039;Replace&#039;&#039; function, turn up the weight value to one, &amp;amp; click &amp;quot;Flood&amp;quot; like so:&lt;br /&gt;
&lt;br /&gt;
http://img256.imageshack.us/img256/6714/hipsfloodub4.jpg&lt;br /&gt;
&lt;br /&gt;
Which will make the legs white:&lt;br /&gt;
&lt;br /&gt;
http://img249.imageshack.us/img249/2235/legsweightedht9.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now select an upper leg joint in the weight painter, in this case it&#039;s &amp;quot;LeftUpLeg&amp;quot;,leave the weight value as one, select a brush at the top of the weight painter, &amp;amp; paint on the mesh where the upper left leg should be (notice that the rest of the leg turned black after choosing another joint in the paint weighter, that&#039;s a black canvas for the joint you selected):&lt;br /&gt;
&lt;br /&gt;
http://img155.imageshack.us/img155/1646/legpaintft5.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Keep painting weights wherever they should go &amp;amp; we&#039;ll troubleshoot &amp;amp; refine the weighting in part three which is way over here:&lt;br /&gt;
&lt;br /&gt;
[[Advanced Character Rigging - Part Three]]&lt;/div&gt;</summary>
		<author><name>24.21.150.68</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Advanced_Character_Rigging_-_Part_Two&amp;diff=2339</id>
		<title>Advanced Character Rigging - Part Two</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Advanced_Character_Rigging_-_Part_Two&amp;diff=2339"/>
		<updated>2007-03-28T02:33:19Z</updated>

		<summary type="html">&lt;p&gt;24.21.150.68: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Advanced Character Rigging with Maya 7.0 ==&lt;br /&gt;
&lt;br /&gt;
== Part Two ==&lt;br /&gt;
&lt;br /&gt;
Back to [[Advanced character rigging]] Introduction&lt;br /&gt;
Now it&#039;s time to &amp;quot;skin&amp;quot; the bones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of the meshes need to be: &lt;br /&gt;
&lt;br /&gt;
*triangulated (F3 (Modeling mode), Maya menu - &#039;&#039;&#039;Polygons &amp;gt; Triangulate&#039;&#039;&#039;)&lt;br /&gt;
*have their histories deleted (Maya menu - &#039;&#039;&#039;Edit &amp;gt; Delete by Type &amp;gt; History&#039;&#039;&#039;)&lt;br /&gt;
*have their transformations frozen (Maya menu - &#039;&#039;&#039;Modify &amp;gt; Freeze Transformations&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next we&#039;ll need to attach those meshes to the skeleton rig. In the outliner window (Maya menu - &#039;&#039;&#039;Window &amp;gt; Outliner . . .&#039;&#039;&#039;, select all the meshes &amp;amp; the skeleton (hold Ctrl while clicking the meshes &amp;amp; the skeleton):&lt;br /&gt;
&lt;br /&gt;
http://img242.imageshack.us/img242/9914/mayaoutlinerselectionszo2.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then Edit &amp;gt; Select Hierarchy:&lt;br /&gt;
&lt;br /&gt;
http://img225.imageshack.us/img225/6108/selecthierarchyor4.jpg&lt;br /&gt;
&lt;br /&gt;
This is necessary to include all of the joints in the skeleton. The origin joint would be the only joint we rig &amp;amp; that wouldn&#039;t be too much fun, now would it?&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
And now hit F2 for Animation Mode. Go to the menu &#039;&#039;&#039;Skin &amp;gt; Bind Skin &amp;gt; Smooth Bind [ ]&#039;&#039;&#039; &amp;amp; click the square to the right of the menu item:&lt;br /&gt;
&lt;br /&gt;
http://img300.imageshack.us/img300/1141/bindskinmenusl1.jpg&lt;br /&gt;
&lt;br /&gt;
which will bring up the bind skin options:&lt;br /&gt;
&lt;br /&gt;
http://img151.imageshack.us/img151/7133/bindskinoptionszx3.jpg&lt;br /&gt;
&lt;br /&gt;
&amp;amp; use those values.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now select a mesh, in this case we&#039;ll select the legs since the upper legs &amp;amp; the lower legs are tricky to weight. When the lower leg rotates back, you want it to look natural. Not to have it look like this:&lt;br /&gt;
&lt;br /&gt;
http://www.mindplaces.com/save/rigging12.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now bring up the Paint Skin Weights tool (Maya menu - &#039;&#039;&#039;Skin &amp;gt; Edit Smooth Skin &amp;gt; Paint Skin Weights Tool [ ]&#039;&#039;&#039; &amp;amp; click the square to the right. The Paint Skin Weights Tool will replace the Attribute Editor &amp;amp; the mesh will become black (black has no weights associated with the selected joint in the Paint Skin Weights Tool, white is fully weighted):&lt;br /&gt;
&lt;br /&gt;
http://img354.imageshack.us/img354/3449/legsselecteo2.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I hate having stray joints rigged especially when the joint isn&#039;t all that important. So the Flood function is very handy to get rid of those stray weights. Select the Hip joint in the weight painter, select the &#039;&#039;Replace&#039;&#039; function, turn up the weight value to one, &amp;amp; click &amp;quot;Flood&amp;quot; like so:&lt;br /&gt;
&lt;br /&gt;
http://img256.imageshack.us/img256/6714/hipsfloodub4.jpg&lt;br /&gt;
&lt;br /&gt;
Which will make the legs white:&lt;br /&gt;
&lt;br /&gt;
http://img249.imageshack.us/img249/2235/legsweightedht9.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now select an upper leg joint in the weight painter, in this case it&#039;s &amp;quot;LeftUpLeg&amp;quot;,leave the weight value as one, select a brush at the top of the weight painter, &amp;amp; paint on the mesh where the upper left leg should be (notice that the rest of the leg turned black after choosing another joint in the paint weighter, that&#039;s a black canvas for the joint you selected):&lt;br /&gt;
&lt;br /&gt;
http://img155.imageshack.us/img155/1646/legpaintft5.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Keep painting weights wherever they should go &amp;amp; we&#039;ll troubleshoot &amp;amp; refine the weighting in part three which is way over here:&lt;br /&gt;
&lt;br /&gt;
[[Advanced Character Rigging - Part Three]]&lt;/div&gt;</summary>
		<author><name>24.21.150.68</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Advanced_character_rigging&amp;diff=2338</id>
		<title>Advanced character rigging</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Advanced_character_rigging&amp;diff=2338"/>
		<updated>2007-03-28T02:23:03Z</updated>

		<summary type="html">&lt;p&gt;24.21.150.68: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Advanced Character Rigging with Maya 7.0 ==&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Skip to [[Advanced Character Rigging - Part Two]] or [[Advanced Character Rigging - Part Three]]&lt;br /&gt;
&lt;br /&gt;
For a brief overview of getting animated characters into Doom 3, go here:&lt;br /&gt;
[[Getting_Characters_and_their_Anims_into_Doom]] (you&#039;ll find the Maya 7 plugin here)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Maya is a beast of a modeling program &amp;amp; it has a big learning curve. When you get used it, you&#039;ll find that the work flow can be pretty quick. Turning your Maya mesh into an animated Doom 3 model will require a lot of patience &amp;amp; a lot of work because of the fine tuning the weights of an animated rig. Unforeseen consequences, . . . ahem . . . like submeshes clipping through another submesh and unintentional rigging of joints you don&#039;t want, can be frustrating but those are the reasons for this tutorial!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== First of all, here&#039;s a list of useful hotkeys: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alt + Left Mouse Button&#039;&#039;&#039; - Rotate the view port (&amp;quot;Tumble&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alt + Middle Mouse Button&#039;&#039;&#039; - Pan in the view port (&amp;quot;Track&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alt + Right Mouse Button&#039;&#039;&#039; - Zoom in the view port (&amp;quot;Dolly&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F1&#039;&#039;&#039; - Maya help (opens in a web broswer)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F2&#039;&#039;&#039; - Animation specific menus&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F3&#039;&#039;&#039; - Modeling specific menus&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F4&#039;&#039;&#039; - Dynamics specific menus (not very useful for Doom 3)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F5&#039;&#039;&#039; - Rendering specific menus (rendering current frames, texturing/lighting, etc.)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Need to know tools in Maya: ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outliner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://img181.imageshack.us/img181/9544/mayaoutlineryf8.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Editor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://img248.imageshack.us/img248/4402/mayaattributeeditorqd3.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paint Skin Weight Tool&#039;&#039;&#039; referred to occasionally as weight painter . . .&lt;br /&gt;
&lt;br /&gt;
http://img92.imageshack.us/img92/5351/mayapaintskinweightstf8.jpg&lt;br /&gt;
&lt;br /&gt;
This tool is the one you&#039;ll want to familiarize yourself with, especially the &#039;&#039;Replace&#039;&#039;, &#039;&#039;Add&#039;&#039; and &#039;&#039;Smooth&#039;&#039; functions in the &amp;quot;Paint Weights&amp;quot; rollout.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Of course we&#039;ll need a mesh to rig.&lt;br /&gt;
&lt;br /&gt;
Enter Diego&#039;s Thug character:&lt;br /&gt;
http://img291.imageshack.us/img291/6441/diegothugtd8.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;amp; now we&#039;ll need a skeleton to rig the mesh to:&lt;br /&gt;
http://img168.imageshack.us/img168/9492/tdmskeletonrf1.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that we have all we need to start, let&#039;s go on to Part Two:&lt;br /&gt;
[[Advanced Character Rigging - Part Two]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Models]]&lt;br /&gt;
[[Category:AI]]&lt;br /&gt;
[[Category:Tutorial]]&lt;/div&gt;</summary>
		<author><name>24.21.150.68</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Advanced_character_rigging&amp;diff=2337</id>
		<title>Advanced character rigging</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Advanced_character_rigging&amp;diff=2337"/>
		<updated>2007-03-28T02:22:27Z</updated>

		<summary type="html">&lt;p&gt;24.21.150.68: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Advanced Character Rigging with Maya 7.0 ==&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Skip to [[Advanced Character Rigging - Part Two]] or [[Advanced Character Rigging - Part Three]]&lt;br /&gt;
&lt;br /&gt;
For a brief overview of getting animated characters into Doom 3, go here:&lt;br /&gt;
[[Getting_Characters_and_their_Anims_into_Doom]] (you&#039;ll find the Maya 7 plugin here)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Maya is a beast of a modeling program &amp;amp; it has a big learning curve. When you get used it, you&#039;ll find that the work flow can be pretty quick. Turning your Maya mesh into an animated Doom 3 model will require a lot of patience &amp;amp; a lot of work because of the fine tuning the weights of an animated rig. Unforeseen consequences, . . . ahem . . . like submeshes clipping through another submesh and unintentional rigging of joints you don&#039;t want, can be frustrating but those are the reasons for this tutorial!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== First of all, here&#039;s a list of useful hotkeys: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alt + Left Mouse Button&#039;&#039;&#039; - Rotate the view port (&amp;quot;Tumble&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alt + Middle Mouse Button&#039;&#039;&#039; - Pan in the view port (&amp;quot;Track&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alt + Right Mouse Button&#039;&#039;&#039; - Zoom in the view port (&amp;quot;Dolly&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F1&#039;&#039;&#039; - Maya help (opens in a web broswer)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F2&#039;&#039;&#039; - Animation specific menus&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F3&#039;&#039;&#039; - Modeling specific menus&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F4&#039;&#039;&#039; - Dynamics specific menus (not very useful for Doom 3)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F5&#039;&#039;&#039; - Rendering specific menus (rendering current frames, texturing/lighting, etc.)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Need to know tools in Maya: ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outliner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://img181.imageshack.us/img181/9544/mayaoutlineryf8.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Editor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://img248.imageshack.us/img248/4402/mayaattributeeditorqd3.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paint Skin Weight Tool&#039;&#039;&#039; referred to occasionally as paint weights . . .&lt;br /&gt;
&lt;br /&gt;
http://img92.imageshack.us/img92/5351/mayapaintskinweightstf8.jpg&lt;br /&gt;
&lt;br /&gt;
This tool is the one you&#039;ll want to familiarize yourself with, especially the &#039;&#039;Replace&#039;&#039;, &#039;&#039;Add&#039;&#039; and &#039;&#039;Smooth&#039;&#039; functions in the &amp;quot;Paint Weights&amp;quot; rollout.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Of course we&#039;ll need a mesh to rig.&lt;br /&gt;
&lt;br /&gt;
Enter Diego&#039;s Thug character:&lt;br /&gt;
http://img291.imageshack.us/img291/6441/diegothugtd8.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;amp; now we&#039;ll need a skeleton to rig the mesh to:&lt;br /&gt;
http://img168.imageshack.us/img168/9492/tdmskeletonrf1.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that we have all we need to start, let&#039;s go on to Part Two:&lt;br /&gt;
[[Advanced Character Rigging - Part Two]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Models]]&lt;br /&gt;
[[Category:AI]]&lt;br /&gt;
[[Category:Tutorial]]&lt;/div&gt;</summary>
		<author><name>24.21.150.68</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Advanced_Character_Rigging_-_Part_Two&amp;diff=2336</id>
		<title>Advanced Character Rigging - Part Two</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Advanced_Character_Rigging_-_Part_Two&amp;diff=2336"/>
		<updated>2007-03-28T01:55:10Z</updated>

		<summary type="html">&lt;p&gt;24.21.150.68: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Advanced Character Rigging with Maya 7.0 ==&lt;br /&gt;
&lt;br /&gt;
== Part Two ==&lt;br /&gt;
&lt;br /&gt;
Back to [[Advanced character rigging]] Introduction&lt;br /&gt;
Now it&#039;s time to &amp;quot;skin&amp;quot; the bones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of the meshes need to be: &lt;br /&gt;
&lt;br /&gt;
*triangulated (F3 (Modeling mode), Maya menu - &#039;&#039;&#039;Polygons &amp;gt; Triangulate&#039;&#039;&#039;)&lt;br /&gt;
*have their histories deleted (Maya menu - &#039;&#039;&#039;Edit &amp;gt; Delete by Type &amp;gt; History&#039;&#039;&#039;)&lt;br /&gt;
*have their transformations frozen (Maya menu - &#039;&#039;&#039;Modify &amp;gt; Freeze Transformations&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next we&#039;ll need to attach those meshes to the skeleton rig. In the outliner window (Maya menu - &#039;&#039;&#039;Window &amp;gt; Outliner . . .&#039;&#039;&#039;, select all the meshes &amp;amp; the skeleton (hold Ctrl while clicking the meshes &amp;amp; the skeleton):&lt;br /&gt;
&lt;br /&gt;
http://img242.imageshack.us/img242/9914/mayaoutlinerselectionszo2.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then Edit &amp;gt; Select Hierarchy:&lt;br /&gt;
&lt;br /&gt;
http://img225.imageshack.us/img225/6108/selecthierarchyor4.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And now hit F2 for Animation Mode. Go to the menu &#039;&#039;&#039;Skin &amp;gt; Bind Skin &amp;gt; Smooth Bind [ ]&#039;&#039;&#039; &amp;amp; click the square to the right of the menu item:&lt;br /&gt;
&lt;br /&gt;
http://img300.imageshack.us/img300/1141/bindskinmenusl1.jpg&lt;br /&gt;
&lt;br /&gt;
which will bring up the bind skin options:&lt;br /&gt;
&lt;br /&gt;
http://img151.imageshack.us/img151/7133/bindskinoptionszx3.jpg&lt;br /&gt;
&lt;br /&gt;
&amp;amp; use those values.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now bring up the Paint Skin Weights tool (Maya menu - &#039;&#039;&#039;Skin &amp;gt; Edit Smooth Skin &amp;gt; Paint Skin Weights Tool [ ]&#039;&#039;&#039; &amp;amp; click the square to the right. The Paint Skin Weights Tool will replace the Attribute Editor.&lt;/div&gt;</summary>
		<author><name>24.21.150.68</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Advanced_character_rigging&amp;diff=2335</id>
		<title>Advanced character rigging</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Advanced_character_rigging&amp;diff=2335"/>
		<updated>2007-03-28T01:37:01Z</updated>

		<summary type="html">&lt;p&gt;24.21.150.68: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Advanced Character Rigging with Maya 7.0 ==&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Skip to [[Advanced Character Rigging - Part Two]] or [[Advanced Character Rigging - Part Three]]&lt;br /&gt;
&lt;br /&gt;
For a brief overview of getting animated characters into Doom 3, go here:&lt;br /&gt;
[[Getting_Characters_and_their_Anims_into_Doom]] (you&#039;ll find the Maya 7 plugin here)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Maya is a beast of a modeling program &amp;amp; it has a big learning curve. When you get used it, you&#039;ll find that the work flow can be pretty quick. Turning your Maya mesh into an animated Doom 3 model will require a lot of patience &amp;amp; a lot of work because of the fine tuning the weights of an animated rig. Unforeseen consequences, . . . ahem . . . like submeshes clipping through another submesh and unintentional rigging of joints you don&#039;t want, can be frustrating but those are the reasons for this tutorial!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== First of all, here&#039;s a list of useful hotkeys: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alt + Left Mouse Button&#039;&#039;&#039; - Rotate the view port (&amp;quot;Tumble&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alt + Middle Mouse Button&#039;&#039;&#039; - Pan in the view port (&amp;quot;Track&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alt + Right Mouse Button&#039;&#039;&#039; - Zoom in the view port (&amp;quot;Dolly&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F1&#039;&#039;&#039; - Maya help (opens in a web broswer)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F2&#039;&#039;&#039; - Animation specific menus&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F3&#039;&#039;&#039; - Modeling specific menus&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F4&#039;&#039;&#039; - Dynamics specific menus (not very useful for Doom 3)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F5&#039;&#039;&#039; - Rendering specific menus (rendering current frames, texturing/lighting, etc.)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Need to know tools in Maya: ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outliner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://img181.imageshack.us/img181/9544/mayaoutlineryf8.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attribute Editor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://img248.imageshack.us/img248/4402/mayaattributeeditorqd3.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paint Skin Weight Tool&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://img92.imageshack.us/img92/5351/mayapaintskinweightstf8.jpg&lt;br /&gt;
&lt;br /&gt;
This tool is the one you&#039;ll want to familiarize yourself with, especially the &#039;&#039;Replace&#039;&#039;, &#039;&#039;Add&#039;&#039; and &#039;&#039;Smooth&#039;&#039; functions in the &amp;quot;Paint Weights&amp;quot; rollout.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Of course we&#039;ll need a mesh to rig.&lt;br /&gt;
&lt;br /&gt;
Enter Diego&#039;s Thug character:&lt;br /&gt;
http://img291.imageshack.us/img291/6441/diegothugtd8.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;amp; now we&#039;ll need a skeleton to rig the mesh to:&lt;br /&gt;
http://img168.imageshack.us/img168/9492/tdmskeletonrf1.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that we have all we need to start, let&#039;s go on to Part Two:&lt;br /&gt;
[[Advanced Character Rigging - Part Two]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Models]]&lt;br /&gt;
[[Category:AI]]&lt;br /&gt;
[[Category:Tutorial]]&lt;/div&gt;</summary>
		<author><name>24.21.150.68</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Advanced_character_rigging&amp;diff=2334</id>
		<title>Advanced character rigging</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Advanced_character_rigging&amp;diff=2334"/>
		<updated>2007-03-28T01:23:40Z</updated>

		<summary type="html">&lt;p&gt;24.21.150.68: &lt;/p&gt;
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&lt;div&gt;== Advanced Character Rigging with Maya 7.0 ==&lt;br /&gt;
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&#039;&#039;&#039;Introduction&#039;&#039;&#039;&lt;br /&gt;
Skip to [[Advanced Character Rigging - Part Two]] or [[Advanced Character Rigging - Part Three]]&lt;br /&gt;
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For a brief overview of getting animated characters into Doom 3, go here:&lt;br /&gt;
[[Getting_Characters_and_their_Anims_into_Doom]] (you&#039;ll find the Maya 7 plugin here)&lt;br /&gt;
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Maya is a beast of a modeling program &amp;amp; it has a big learning curve. When you get used it, you&#039;ll find that the work flow can be pretty quick. Turning your Maya mesh into an animated Doom 3 model will require a lot of patience &amp;amp; a lot of work because of the fine tuning the weights of an animated rig. Unforeseen consequences, . . . ahem . . . like submeshes clipping through another submesh and unintentional rigging of joints you don&#039;t want, can be frustrating but those are the reasons for this tutorial!&lt;br /&gt;
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== First of all, here&#039;s a list of useful hotkeys: ==&lt;br /&gt;
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*&#039;&#039;&#039;Alt + Left Mouse Button&#039;&#039;&#039; - Rotate the view port (&amp;quot;Tumble&amp;quot;)&lt;br /&gt;
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*&#039;&#039;&#039;Alt + Middle Mouse Button&#039;&#039;&#039; - Pan in the view port (&amp;quot;Track&amp;quot;)&lt;br /&gt;
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*&#039;&#039;&#039;Alt + Right Mouse Button&#039;&#039;&#039; - Zoom in the view port (&amp;quot;Dolly&amp;quot;)&lt;br /&gt;
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*&#039;&#039;&#039;F1&#039;&#039;&#039; - Maya help (opens in a web broswer)&lt;br /&gt;
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*&#039;&#039;&#039;F2&#039;&#039;&#039; - Animation specific menus&lt;br /&gt;
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*&#039;&#039;&#039;F3&#039;&#039;&#039; - Modeling specific menus&lt;br /&gt;
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*&#039;&#039;&#039;F4&#039;&#039;&#039; - Dynamics specific menus (not very useful for Doom 3)&lt;br /&gt;
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*&#039;&#039;&#039;F5&#039;&#039;&#039; - Rendering specific menus (rendering current frames, texturing/lighting, etc.)&lt;br /&gt;
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== Need to know tools in Maya: ==&lt;br /&gt;
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&#039;&#039;&#039;Outliner&#039;&#039;&#039;&lt;br /&gt;
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http://img181.imageshack.us/img181/9544/mayaoutlineryf8.jpg&lt;br /&gt;
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&#039;&#039;&#039;Attribute Editor&#039;&#039;&#039;&lt;br /&gt;
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http://img248.imageshack.us/img248/4402/mayaattributeeditorqd3.jpg&lt;br /&gt;
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&#039;&#039;&#039;Paint Skin Weight Tool&#039;&#039;&#039;&lt;br /&gt;
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http://img92.imageshack.us/img92/5351/mayapaintskinweightstf8.jpg&lt;br /&gt;
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This tool is the one you&#039;ll want to familiarize yourself with, especially the &#039;&#039;Replace&#039;&#039;, &#039;&#039;Add&#039;&#039; and &#039;&#039;Smooth&#039;&#039; functions in the &amp;quot;Paint Weights&amp;quot; rollout.&lt;br /&gt;
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Of course we&#039;ll need a mesh to rig.&lt;br /&gt;
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Enter Diego&#039;s Thug character:&lt;br /&gt;
http://img291.imageshack.us/img291/6441/diegothugtd8.jpg&lt;br /&gt;
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&amp;amp; now we&#039;ll need a skeleton to rig the mesh to:&lt;br /&gt;
http://img168.imageshack.us/img168/9492/tdmskeletonrf1.jpg&lt;br /&gt;
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Now that we have all we need to start, let&#039;s go on to Part Two:&lt;br /&gt;
[[Advanced Character Rigging - Part Two]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Models]]&lt;br /&gt;
[[Category:AI]]&lt;br /&gt;
[[Category:Tutorial]]&lt;/div&gt;</summary>
		<author><name>24.21.150.68</name></author>
	</entry>
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