Springheel's Rigging Workflow

From The DarkMod Wiki
Revision as of 18:20, 13 August 2011 by Springheel (talk | contribs) (New page: '''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 t...)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigationJump to search

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 usually put together bits and pieces scavenged from Doom3 and models created for TDM by Oddity.

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 material. A single poly or vert cannot be mapped onto two different UVmaps, or the texture will be distorted. 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.

I use Maya 7.0 to create skeletons.