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	<updated>2026-04-29T19:21:21Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Animation&amp;diff=19856</id>
		<title>Animation</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Animation&amp;diff=19856"/>
		<updated>2018-03-31T18:53:19Z</updated>

		<summary type="html">&lt;p&gt;Arcturus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{index-page|category=Animation|topic=animations and models}}&lt;br /&gt;
&lt;br /&gt;
Articles related to animating models:&lt;br /&gt;
*[[Add new poses]] - How to add poses in animations &lt;br /&gt;
*[[Using the Animation Rig ]] - character animation controls in Maya&lt;br /&gt;
*[[Using Character Sets]] - How to exchange animations in Maya&lt;br /&gt;
*[[Animation_Information|Animation Information]] - How Doom 3 animation is handled in the Dark Mod&lt;br /&gt;
*[[Motion Builder tutorial]]&lt;br /&gt;
*[[Domarius&#039;s animation tips]]&lt;br /&gt;
*[[Motion Builder - exporting an animation to an .mb]]&lt;br /&gt;
*[[Motion Builder - Mirroring an existing animation]]&lt;br /&gt;
*[[Getting Characters and their Anims into Doom]]&lt;br /&gt;
*[[Overriding animations via attached objects]]&lt;br /&gt;
*[[Animated static objects]] - What to add to .def files to give animated objects collision models&lt;br /&gt;
*[[Particle Attachment for AI]]&lt;br /&gt;
*[[Animation playback speed]] - how to tweak playback speed without re-exporting assets&lt;br /&gt;
*[[Animation Links]] - tutorials and examples&lt;br /&gt;
*[[Domarius&#039; animation reference footage]]&lt;br /&gt;
*[[Animating a walk cycle in Motion Builder]] - WIP tutorial by Domarius&lt;br /&gt;
*[[Creating a walkcycle]] - animation tips by Squill&lt;br /&gt;
*[[Animation guide Squill]] &lt;br /&gt;
*[[Maya Animation Layers]]&lt;br /&gt;
{{animation}}&lt;br /&gt;
*[[Animation Rig notes]]&lt;br /&gt;
*[[Springheel&#039;s Rigging Workflow]]&lt;br /&gt;
*[[Blender: Rig for standard male NPC]]&lt;/div&gt;</summary>
		<author><name>Arcturus</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Blender:_Rig_for_standard_male_NPC&amp;diff=17863</id>
		<title>Blender: Rig for standard male NPC</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Blender:_Rig_for_standard_male_NPC&amp;diff=17863"/>
		<updated>2014-08-02T01:04:23Z</updated>

		<summary type="html">&lt;p&gt;Arcturus: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Blender_rig_01.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Introduction&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
{{tutorial-models}}&lt;br /&gt;
&lt;br /&gt;
Arcturus has kindly created a Blender rig based on a standard male npc for use in the Darkmod. The following is a basic guide to what he did. The original thread is [http://forums.thedarkmod.com/topic/14970-blender-rig-for-standard-male-npc/ here] for reference purposes. And here is an attached copy of the [https://drive.google.com/file/d/0BwPvgP85AGF1NDdYQ0dsNGVlQ28/edit?usp=sharing Blender file] for your convenience.&lt;br /&gt;
There&#039;s also a female version of the rig [https://drive.google.com/file/d/0BwPvgP85AGF1R2NJWnRhWlhBT0U/edit?usp=sharing here].&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Lets begin&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* On layers 1, 6, 7, 8 there are different character models. On layer 3 there is a rig imported from the game. It looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_02.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* It&#039;s very difficult to animate so I made second rig, which you can find on layer 2:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_03.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* It&#039;s the same bones as the game model plus extra bones, you will need to use this rig to make animations. The rig from layer 3 will automatically copy all of its movements. To make it more tidy some of the bones are hidden (but you can still see them in edit mode). Arcturus also created custom models for some of the bones (those models are stored on other layer), this is how it looks with custom bone shapes:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_04.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use round bones to position hands:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_05.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use cube bones to position elbows and knees:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_06.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The Pelvis bone has disabled rotation (it&#039;s important), use it to position upper body:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_07.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use Pelvis 2 and Hips to rotate hips:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_08.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_09.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* You can move and rotate &#039;foot_ik_main&#039; and &#039;rotate roll_main&#039; to position legs:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_10.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Spine bones copy rotation of previous bone in the chain, so if you rotate the first one other bones in the chain will also slightly rotate in the same direction. But you can turn it off if you wish:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_11.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The same with fingers:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_14.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* For more advanced option, see - drivers. There are sliders that define whether certain bones will follow other bones:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_12.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* And that&#039;s useful when you want hands to stay in place e.g. when character tries to push something heavy. The same with the neck:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_13.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* In order to export the animation you will have to first bake it, vhose the rig from layer 3 and press space bar and type in &amp;quot;Bake Action&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Conclusion&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The above tutorial should hopefully help some of you budding animators, or maybe a mapper who needs a custom animation for their mission etc.&lt;br /&gt;
&lt;br /&gt;
Hope you enjoyed it.&lt;/div&gt;</summary>
		<author><name>Arcturus</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Blender:_Rig_for_standard_male_NPC&amp;diff=17861</id>
		<title>Blender: Rig for standard male NPC</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Blender:_Rig_for_standard_male_NPC&amp;diff=17861"/>
		<updated>2014-08-02T01:02:23Z</updated>

		<summary type="html">&lt;p&gt;Arcturus: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Blender_rig_01.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Introduction&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
{{tutorial-models}}&lt;br /&gt;
&lt;br /&gt;
Arcturus has kindly created a Blender rig based on a standard male npc for use in the Darkmod. The following is a basic guide to what he did. The original thread is [http://forums.thedarkmod.com/topic/14970-blender-rig-for-standard-male-npc/ here] for reference purposes. And here is an attached copy of the [https://drive.google.com/file/d/0BwPvgP85AGF1NDdYQ0dsNGVlQ28/edit?usp=sharing Blender file] for your convenience.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Lets begin&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* On layers 1, 6, 7, 8 there are different character models. On layer 3 there is a rig imported from the game. It looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_02.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* It&#039;s very difficult to animate so I made second rig, which you can find on layer 2:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_03.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* It&#039;s the same bones as the game model plus extra bones, you will need to use this rig to make animations. The rig from layer 3 will automatically copy all of its movements. To make it more tidy some of the bones are hidden (but you can still see them in edit mode). Arcturus also created custom models for some of the bones (those models are stored on other layer), this is how it looks with custom bone shapes:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_04.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use round bones to position hands:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_05.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use cube bones to position elbows and knees:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_06.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The Pelvis bone has disabled rotation (it&#039;s important), use it to position upper body:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_07.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use Pelvis 2 and Hips to rotate hips:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_08.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_09.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* You can move and rotate &#039;foot_ik_main&#039; and &#039;rotate roll_main&#039; to position legs:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_10.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Spine bones copy rotation of previous bone in the chain, so if you rotate the first one other bones in the chain will also slightly rotate in the same direction. But you can turn it off if you wish:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_11.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The same with fingers:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_14.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* For more advanced option, see - drivers. There are sliders that define whether certain bones will follow other bones:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_12.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* And that&#039;s useful when you want hands to stay in place e.g. when character tries to push something heavy. The same with the neck:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_13.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* In order to export the animation you will have to first bake it, vhose the rig from layer 3 and press space bar and type in &amp;quot;Bake Action&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Conclusion&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The above tutorial should hopefully help some of you budding animators, or maybe a mapper who needs a custom animation for their mission etc.&lt;br /&gt;
&lt;br /&gt;
Hope you enjoyed it.&lt;/div&gt;</summary>
		<author><name>Arcturus</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Blender:_Rig_for_standard_male_NPC&amp;diff=17779</id>
		<title>Blender: Rig for standard male NPC</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Blender:_Rig_for_standard_male_NPC&amp;diff=17779"/>
		<updated>2014-05-17T14:41:47Z</updated>

		<summary type="html">&lt;p&gt;Arcturus: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Blender_rig_01.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Introduction&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
{{tutorial-models}}&lt;br /&gt;
&lt;br /&gt;
Arcturus has kindly created a Blender rig based on a standard male npc for use in the Darkmod. The following is a basic guide to what he did. The original thread is [http://forums.thedarkmod.com/topic/14970-blender-rig-for-standard-male-npc/ here] for reference purposes. And here is an attached copy of the [https://drive.google.com/file/d/0BwPvgP85AGF1NHcxOWRxX3NKUEE/edit?usp=sharing Blender file] for your convenience.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Lets begin&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* On layers 1, 6, 7, 8 there are different character models. On layer 3 there is a rig imported from the game. It looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_02.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* It&#039;s very difficult to animate so I made second rig, which you can find on layer 2:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_03.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* It&#039;s the same bones as the game model plus extra bones, you will need to use this rig to make animations. The rig from layer 3 will automatically copy all of its movements. To make it more tidy some of the bones are hidden (but you can still see them in edit mode). Arcturus also created custom models for some of the bones (those models are stored on other layer), this is how it looks with custom bone shapes:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_04.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use round bones to position hands:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_05.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use cube bones to position elbows and knees:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_06.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The Pelvis bone has disabled rotation (it&#039;s important), use it to position upper body:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_07.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use Pelvis 2 and Hips to rotate hips:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_08.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_09.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* You can move and rotate &#039;foot_ik_main&#039; and &#039;rotate roll_main&#039; to position legs:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_10.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Spine bones copy rotation of previous bone in the chain, so if you rotate the first one other bones in the chain will also slightly rotate in the same direction. But you can turn it off if you wish:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_11.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The same with fingers:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_14.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* For more advanced option, see - drivers. There are sliders that define whether certain bones will follow other bones:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_12.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* And that&#039;s useful when you want hands to stay in place e.g. when character tries to push something heavy. The same with the neck:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_13.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* In order to export the animation you will have to first bake it, vhose the rig from layer 3 and press space bar and type in &amp;quot;Bake Action&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Conclusion&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The above tutorial should hopefully help some of you budding animators, or maybe a mapper who needs a custom animation for their mission etc.&lt;br /&gt;
&lt;br /&gt;
Hope you enjoyed it.&lt;/div&gt;</summary>
		<author><name>Arcturus</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Blender:_Rig_for_standard_male_NPC&amp;diff=17778</id>
		<title>Blender: Rig for standard male NPC</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Blender:_Rig_for_standard_male_NPC&amp;diff=17778"/>
		<updated>2014-05-17T14:38:57Z</updated>

		<summary type="html">&lt;p&gt;Arcturus: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Blender_rig_01.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Introduction&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
{{tutorial-models}}&lt;br /&gt;
&lt;br /&gt;
Arcturus has kindly created a Blender rig based on a standard male npc for use in the Darkmod. The following is a basic guide to what he did. The original thread is [http://forums.thedarkmod.com/topic/14900-tdm-building-with-blender/page__pid__330075__st__25#entry330075 here] for reference purposes. And here is an attached copy of the [https://drive.google.com/file/d/0BwPvgP85AGF1NHcxOWRxX3NKUEE/edit?usp=sharing Blender file] for your convenience.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Lets begin&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* On layers 1, 6, 7, 8 there are different character models. On layer 3 there is a rig imported from the game. It looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_02.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* It&#039;s very difficult to animate so I made second rig, which you can find on layer 2:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_03.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* It&#039;s the same bones as the game model plus extra bones, you will need to use this rig to make animations. The rig from layer 3 will automatically copy all of its movements. To make it more tidy some of the bones are hidden (but you can still see them in edit mode). Arcturus also created custom models for some of the bones (those models are stored on other layer), this is how it looks with custom bone shapes:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_04.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use round bones to position hands:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_05.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use cube bones to position elbows and knees:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_06.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The Pelvis bone has disabled rotation (it&#039;s important), use it to position upper body:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_07.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use Pelvis 2 and Hips to rotate hips:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_08.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_09.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* You can move and rotate &#039;foot_ik_main&#039; and &#039;rotate roll_main&#039; to position legs:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_10.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Spine bones copy rotation of previous bone in the chain, so if you rotate the first one other bones in the chain will also slightly rotate in the same direction. But you can turn it off if you wish:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_11.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The same with fingers:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_14.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* For more advanced option, see - drivers. There are sliders that define whether certain bones will follow other bones:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_12.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* And that&#039;s useful when you want hands to stay in place e.g. when character tries to push something heavy. The same with the neck:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_13.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* In order to export the animation you will have to first bake it, vhose the rig from layer 3 and press space bar and type in &amp;quot;Bake Action&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Conclusion&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The above tutorial should hopefully help some of you budding animators, or maybe a mapper who needs a custom animation for their mission etc.&lt;br /&gt;
&lt;br /&gt;
Hope you enjoyed it.&lt;/div&gt;</summary>
		<author><name>Arcturus</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Blender:_Rig_for_standard_male_NPC&amp;diff=17591</id>
		<title>Blender: Rig for standard male NPC</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Blender:_Rig_for_standard_male_NPC&amp;diff=17591"/>
		<updated>2014-02-15T16:34:28Z</updated>

		<summary type="html">&lt;p&gt;Arcturus: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Blender_rig_01.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Introduction&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
{{tutorial-models}}&lt;br /&gt;
&lt;br /&gt;
Arcturus has kindly created a Blender rig based on a standard male npc for use in the Darkmod. The following is a basic guide to what he did. The original thread is [http://forums.thedarkmod.com/topic/14900-tdm-building-with-blender/page__pid__330075__st__25#entry330075 here] for reference purposes. And here is an attached copy of the [http://drive.google.com/file/d/0BwPvgP85AGF1N2pVZU1McWFIcFk/edit?usp=sharing Blender file] for your convenience&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Lets begin&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* On layers 1, 6, 7, 8 there are different character models. On layer 3 there is a rig imported from the game. It looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_02.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* It&#039;s very difficult to animate so I made second rig, which you can find on layer 2:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_03.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* It&#039;s the same bones as the game model plus extra bones, you will need to use this rig to make animations. The rig from layer 3 will automatically copy all of its movements. To make it more tidy some of the bones are hidden (but you can still see them in edit mode). Arcturus also created custom models for some of the bones (those models are stored on other layer), this is how it looks with custom bone shapes:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_04.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use round bones to position hands:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_05.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use cube bones to position elbows and knees:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_06.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The Pelvis bone has disabled rotation (it&#039;s important), use it to position upper body:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_07.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use Pelvis 2 and Hips to rotate hips:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_08.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_09.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* You can move and rotate &#039;foot_ik_main&#039; and &#039;rotate roll_main&#039; to position legs:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_10.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Spine bones copy rotation of previous bone in the chain, so if you rotate the first one other bones in the chain will also slightly rotate in the same direction. But you can turn it off if you wish:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_11.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The same with fingers:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_14.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* For more advanced option, see - drivers. There are sliders that define whether certain bones will follow other bones:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_12.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* And that&#039;s useful when you want hands to stay in place e.g. when character tries to push something heavy. The same with the neck:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_13.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* In order to export the animation you will have to first bake it, vhose the rig from layer 3 and press space bar and type in &amp;quot;Bake Action&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Conclusion&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The above tutorial should hopefully help some of you budding animators, or maybe a mapper who needs a custom animation for their mission etc.&lt;br /&gt;
&lt;br /&gt;
Hope you enjoyed it.&lt;/div&gt;</summary>
		<author><name>Arcturus</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Blender:_Rig_for_standard_male_NPC&amp;diff=17590</id>
		<title>Blender: Rig for standard male NPC</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Blender:_Rig_for_standard_male_NPC&amp;diff=17590"/>
		<updated>2014-02-15T16:32:01Z</updated>

		<summary type="html">&lt;p&gt;Arcturus: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Blender_rig_01.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Introduction&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
{{tutorial-models}}&lt;br /&gt;
&lt;br /&gt;
Arcturus has kindly created a Blender rig based on a standard male npc for use in the Darkmod. The following is a basic guide to what he did. The original thread is [http://forums.thedarkmod.com/topic/14900-tdm-building-with-blender/page__pid__330075__st__25#entry330075 here] for reference purposes. And here is an attached copy of the [https://drive.google.com/file/d/0BwPvgP85AGF1N2pVZU1McWFIcFk/edit?usp=sharing Blender file] for your convenience&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Lets begin&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* On layers 1, 6, 7, 8 there are different character models. On layer 3 there is a rig imported from the game. It looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_02.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* It&#039;s very difficult to animate so I made second rig, which you can find on layer 2:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_03.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* It&#039;s the same bones as the game model plus extra bones, you will need to use this rig to make animations. The rig from layer 3 will automatically copy all of its movements. To make it more tidy some of the bones are hidden (but you can still see them in edit mode). Arcturus also created custom models for some of the bones (those models are stored on other layer), this is how it looks with custom bone shapes:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_04.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use round bones to position hands:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_05.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use cube bones to position elbows and knees:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_06.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The Pelvis bone has disabled rotation (it&#039;s important), use it to position upper body:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_07.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use Pelvis 2 and Hips to rotate hips:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_08.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_09.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* You can move and rotate &#039;foot_ik_main&#039; and &#039;rotate roll_main&#039; to position legs:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_10.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Spine bones copy rotation of previous bone in the chain, so if you rotate the first one other bones in the chain will also slightly rotate in the same direction. But you can turn it off if you wish:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_11.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The same with fingers:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_14.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* For more advanced option, see - drivers. There are sliders that define whether certain bones will follow other bones:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_12.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* And that&#039;s useful when you want hands to stay in place e.g. when character tries to push something heavy. The same with the neck:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_13.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* In order to export the animation you will have to first bake it, vhose the rig from layer 3 and press space bar and type in &amp;quot;Bake Action&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Conclusion&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The above tutorial should hopefully help some of you budding animators, or maybe a mapper who needs a custom animation for their mission etc.&lt;br /&gt;
&lt;br /&gt;
Hope you enjoyed it.&lt;/div&gt;</summary>
		<author><name>Arcturus</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Blender:_Rig_for_standard_male_NPC&amp;diff=17475</id>
		<title>Blender: Rig for standard male NPC</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Blender:_Rig_for_standard_male_NPC&amp;diff=17475"/>
		<updated>2014-01-06T19:24:08Z</updated>

		<summary type="html">&lt;p&gt;Arcturus: /* Lets begin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Blender_rig_01.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Introduction&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
{{tutorial-models}}&lt;br /&gt;
&lt;br /&gt;
Arcturus has kindly created a Blender rig based on a standard male npc for use in the Darkmod. The following is a basic guide to what he did. The original thread is [http://forums.thedarkmod.com/topic/14900-tdm-building-with-blender/page__pid__330075__st__25#entry330075 here] for reference purposes. And here is an attached copy of the [http://speedy.sh/hJ9jP/proguard-animations-13.08.03.7z Blender file] for your convenience&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Lets begin&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* On layers 1, 6, 7, 8 there are different character models. On layer 3 there is a rig imported from the game. It looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_02.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* It&#039;s very difficult to animate so I made second rig, which you can find on layer 2:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_03.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* It&#039;s the same bones as the game model plus extra bones, you will need to use this rig to make animations. The rig from layer 3 will automatically copy all of its movements. To make it more tidy some of the bones are hidden (but you can still see them in edit mode). Arcturus also created custom models for some of the bones (those models are stored on other layer), this is how it looks with custom bone shapes:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_04.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use round bones to position hands:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_05.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use cube bones to position elbows and knees:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_06.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The Pelvis bone has disabled rotation (it&#039;s important), use it to position upper body:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_07.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use Pelvis 2 and Hips to rotate hips:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_08.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_09.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* You can move and rotate &#039;foot_ik_main&#039; and &#039;rotate roll_main&#039; to position legs:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_10.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Spine bones copy rotation of previous bone in the chain, so if you rotate the first one other bones in the chain will also slightly rotate in the same direction. But you can turn it off if you wish:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_11.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The same with fingers:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_14.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* For more advanced option, see - drivers. There are sliders that define whether certain bones will follow other bones:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_12.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* And that&#039;s useful when you want hands to stay in place e.g. when character tries to push something heavy. The same with the neck:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_13.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* In order to export the animation you will have to first bake it, vhose the rig from layer 3 and press space bar and type in &amp;quot;Bake Action&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Conclusion&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The above tutorial should hopefully help some you budding animators, or maybe a mapper who needs a custom animation for their mission etc.&lt;br /&gt;
&lt;br /&gt;
Hope you enjoyed it.&lt;/div&gt;</summary>
		<author><name>Arcturus</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Blender:_Rig_for_standard_male_NPC&amp;diff=17474</id>
		<title>Blender: Rig for standard male NPC</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Blender:_Rig_for_standard_male_NPC&amp;diff=17474"/>
		<updated>2014-01-06T19:20:29Z</updated>

		<summary type="html">&lt;p&gt;Arcturus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Blender_rig_01.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Introduction&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
{{tutorial-models}}&lt;br /&gt;
&lt;br /&gt;
Arcturus has kindly created a Blender rig based on a standard male npc for use in the Darkmod. The following is a basic guide to what he did. The original thread is [http://forums.thedarkmod.com/topic/14900-tdm-building-with-blender/page__pid__330075__st__25#entry330075 here] for reference purposes. And here is an attached copy of the [http://speedy.sh/hJ9jP/proguard-animations-13.08.03.7z Blender file] for your convenience&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Lets begin&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* On layers 1, 6, 7, 8 there are different character models. On layer 3 there is a rig imported from the game. It looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_02.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* It&#039;s very difficult to animate so I made second rig, which you can find on layer 2:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_03.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* It&#039;s the same bones as the game model plus extra bones, you will need to use this rig to make animations. The rig from layer 3 will automatically copy all of its movements and to make it more tidy you&#039;ll need to hide most bones (but you can still see them in edit mode). Arturus also created custom models for some of the bones (those models are stored on other layer), this is how it looks with custom bone shapes:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_04.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use round bones to position hands:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_05.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use cube bones to position elbows and knees:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_06.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The Pelvis bone has disabled rotation (it&#039;s important), use it to position upper body:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_07.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use Pelvis 2 and Hips to rotate hips:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_08.gif]]&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_09.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* You can move and rotate &#039;foot_ik_main&#039; and &#039;rotate roll_main&#039; to position legs:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_10.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Spine bones copy rotation of previous bone in the chain, so if you rotate the first one other bones in the chain will also slightly rotate in the same direction. But you can turn it off if you wish:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_11.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The same with fingers:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_14.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* For more advanced option, see - drivers. There are sliders that define whether certain bones will follow other bones:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_12.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* And that&#039;s useful when you want hands to stay in place e.g. when character tries to push something heavy. The same with the neck:&lt;br /&gt;
&lt;br /&gt;
[[File:Blender_rig_13.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* In order to export the animation you will have to first bake it, vhose the rig from layer 3 and press space bar and type in &amp;quot;Bake Action&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Conclusion&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The above tutorial should hopefully help some you budding animators, or maybe a mapper who needs a custom animation for their mission etc.&lt;br /&gt;
&lt;br /&gt;
Hope you enjoyed it.&lt;/div&gt;</summary>
		<author><name>Arcturus</name></author>
	</entry>
</feed>