Blender: Rig for standard male NPC: Difference between revisions

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Created page with "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. Some basic things one has to kno..."
 
 
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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.
[[File:Blender_rig_01.png]]


Some basic things one has to know:


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:
=='''Introduction'''==


[attachment=9590:02.png]
{{tutorial-models}}


It's very difficult to animate so I made second rig, which you can find on layer 2:
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.
There's also a female version of the rig [https://drive.google.com/file/d/0BwPvgP85AGF1R2NJWnRhWlhBT0U/edit?usp=sharing here].


[attachment=9591:03.png]
=='''Lets begin'''==


It's the same bones as the game model plus many more bones. Use this rig to make animations. Rig from layer 3 will automatically copy all of its movements.
To make it more tidy I hid most bones (you can still see them in edit mode). I 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:


[attachment=9592:04.png]
* 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:


Use round bones to position hands (I will post here animated gifs; open them to see animations):
[[File:Blender_rig_02.png]]


[attachment=9593:05.gif]


Use cube bones to position elbows and knees:
* It's very difficult to animate so I made second rig, which you can find on layer 2:


[attachment=9594:06.gif]
[[File:Blender_rig_03.png]]


Pelvis bone has disabled rotation (it's important). Use it to position upper body:


[attachment=9595:07.gif]
* It'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:


Use Pelvis 2 and Hips to rotate hips:
[[File:Blender_rig_04.png]]


[attachment=9596:08.gif]


[attachment=9597:09.gif]
* Use round bones to position hands:


You can move and rotate foot_ik_main and rotate roll_main to position legs:
[[File:Blender_rig_05.gif]]


[attachment=9598:10.gif]


Spine bones copy rotation of previous bone in chain so if you rotate the first one other will also slightly rotate in the same direction. You can turn it off if you wish:
* Use cube bones to position elbows and knees:


[attachment=9599:11.gif]
[[File:Blender_rig_06.gif]]


The same with fingers:


[attachment=9600:14.gif]
* The Pelvis bone has disabled rotation (it's important), use it to position upper body:


More advanced option - drivers. There are sliders that define whether sertain bones will follow other bones:
[[File:Blender_rig_07.gif]]


[attachment=9601:12.gif]


That's usefull when you want hands to stay in place e.g. when character tries to push something heavy. The same with neck:
* Use Pelvis 2 and Hips to rotate hips:


[attachment=9602:13.gif]
[[File:Blender_rig_08.gif]]


In order to export the animation you will have to first bake it. Chose the rig from layer 3 and press space bar and type in "Bake Action".
[[File:Blender_rig_09.gif]]
[/quote]
 
 
* You can move and rotate 'foot_ik_main' and 'rotate roll_main' to position legs:
 
[[File:Blender_rig_10.gif]]
 
 
* 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:
 
[[File:Blender_rig_11.gif]]
 
 
* The same with fingers:
 
[[File:Blender_rig_14.gif]]
 
 
* For more advanced option, see - drivers. There are sliders that define whether certain bones will follow other bones:
 
[[File:Blender_rig_12.gif]]
 
 
* And that's useful when you want hands to stay in place e.g. when character tries to push something heavy. The same with the neck:
 
[[File:Blender_rig_13.gif]]
 
 
* 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 "Bake Action".
 
=='''Conclusion'''==
 
The above tutorial should hopefully help some of you budding animators, or maybe a mapper who needs a custom animation for their mission etc.
 
Hope you enjoyed it.

Latest revision as of 01:04, 2 August 2014


Introduction


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 here for reference purposes. And here is an attached copy of the Blender file for your convenience. There's also a female version of the rig here.

Lets begin

  • 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:


  • It's very difficult to animate so I made second rig, which you can find on layer 2:


  • It'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:


  • Use round bones to position hands:


  • Use cube bones to position elbows and knees:


  • The Pelvis bone has disabled rotation (it's important), use it to position upper body:


  • Use Pelvis 2 and Hips to rotate hips:


  • You can move and rotate 'foot_ik_main' and 'rotate roll_main' to position legs:


  • 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:


  • The same with fingers:


  • For more advanced option, see - drivers. There are sliders that define whether certain bones will follow other bones:


  • And that's useful when you want hands to stay in place e.g. when character tries to push something heavy. The same with the neck:


  • 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 "Bake Action".

Conclusion

The above tutorial should hopefully help some of you budding animators, or maybe a mapper who needs a custom animation for their mission etc.

Hope you enjoyed it.