Springheel's Rigging Workflow: Difference between revisions

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=== Importing Model ===
=== Importing Model ===
First, I have to save the .lwo model into a format Maya can read.  DO NOT use the built-in Lightwave exporter.  It doesn't export the UVmap, which will mess things up later.  Instead, I use Deep Exploration to save the model with UVmap intact.  If the model is just for visual reference, I usually compress the model into a single layer at this point.  For something simple like the raven, I didn't bother.
First, I have to save the .lwo model into a format Maya can read.  DO NOT use the built-in Lightwave exporter.  It doesn't export the UVmap, which will mess things up later (you'll get an odd error when trying to export the model to md5mesh format).  Instead, I use Deep Exploration to save the model with UVmap intact.  If the model is just for visual reference, I usually compress the model into a single layer at this point.  For something simple like the raven, I didn't bother.


The model needs to be resting on the XZ plane, facing X, with Y up.  Once you've rotated the model the way you want it, you need to Delete History and Freeze Transformations.  The latter is particularly important, because if the mesh has any rotation values, it will mess up its position when you load it in game (I had a raven that was sideways for the longest time before finding out the problem).
The model needs to be resting on the XZ plane, facing X, with Y up.  Once you've rotated the model the way you want it, you need to Delete History and Freeze Transformations.  The latter is particularly important, because if the mesh has any rotation values, it will mess up its position when you load it in game (I had a raven that was sideways for the longest time before finding out the problem).

Revision as of 20:36, 22 August 2011

This article is WIP.

This is a reference for me (so I don't have to relearn important steps), as well as anyone who wants to see the workflow I follow when adding new characters to the game.

Create the model

I use Lightwave 8.0 to work on character meshes. I'm not a proficient enough modeler to make high poly characters from scratch, so I wind up using a lot of bits and pieces of existing models (Oddity's and D3). Each character is roughly 4000-5000 ploys with a shadowmesh that is half that. Each character has about seven or eight different submeshes (divided by layers in LW).

Important things to remember: The md5mesh format is less forgiving than regular .lwo models, so a few extra things need to be done. A character model can (and usually does) have multiple layers. A single layer can reference only one UVmap. A single poly or vert cannot be mapped onto two different UVmaps, or the texture will be distorted. Verts can only appear in one spot on the UVmap. If you have three verts welded together, and they're at different coordinates, textures will be smeared. Unweld the verts and then weld the verts at each coordinate separately. You'll still see a bit of a seam but it won't be as bad. Meshes that meet at sharp angles may need to be on separate layers to avoid strange black shadows in game.

Create the skeleton

If using an existing skeleton (like the default humanoid skeleton used for most characters), skip this section.

TDM human characters share the same skeleton so they can also share animations. Same with heads. New creatures, like ravens or steambeasts, need their own skeleton.

I use Maya 7.0 to create skeletons.

Importing Model

First, I have to save the .lwo model into a format Maya can read. DO NOT use the built-in Lightwave exporter. It doesn't export the UVmap, which will mess things up later (you'll get an odd error when trying to export the model to md5mesh format). Instead, I use Deep Exploration to save the model with UVmap intact. If the model is just for visual reference, I usually compress the model into a single layer at this point. For something simple like the raven, I didn't bother.

The model needs to be resting on the XZ plane, facing X, with Y up. Once you've rotated the model the way you want it, you need to Delete History and Freeze Transformations. The latter is particularly important, because if the mesh has any rotation values, it will mess up its position when you load it in game (I had a raven that was sideways for the longest time before finding out the problem).

At this point I start creating the chains in the skeleton. Don't forget an origin bone that rests exactly at 0,0,0. The origin needs to be at the top of the join hierarchy. Follow the Maya tutorials for making joint chains.

Once the skeleton is complete, Delete History and Freeze Transformation on it as well.

Exporting to Md5Mesh

Error "expecting to find weight but found }" generally means that the mesh references a non-existent joint. This can easily happen when copying character partss that are weighted for a different skeleton.