| How to manually rig bones using Milkshape; UPDATE : How to rig any bone you want without crash :) | |
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| Tweet Topic Started: Dec 31 2012, 05:42 AM (8,311 Views) | |
| Deleted User | Dec 31 2012, 05:42 AM Post #1 |
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Deleted User
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Ok guys, here is the so awaited tutorial on "How to manually rig bones", so let's get started : * Tools you need : - EMG2SMD V3 : get it here : http://browse.deviantart.com/?qh=§ion=&global=1&q=emg2smd#/d51csi9 - SMD2EMG : get it here: http://browse.deviantart.com/?qh=§ion=&global=1&q=smd2emg#/d4w2vz6 - Misfit3D - Milkshape get it here : http://www.chumba.ch/chumbalum-soft//files/ms3d185beta1.zip use this for registration : User: Predator Serial: 5EdKb-lG22d3-d7dG1Dd * Example used in this tutorial : Putting Kenshiro's armor (a downloaded obj) on Kazuya's body STEP 1 : Using Misfit3D, adjust armor's position and size on kazuya's body ![]() STEP 2: Extract skeleton from Kazuya emo : ![]() EMG to extract put : 0 Now you will get a "Skeleton.smd" file STEP 3 : Open Milshape File -> import -> Half-Life SMD Import the "skeleton SMD" leave "Traingles, Skeleton, Rename bones CHECKED" and click ok Do you want to append animation....click NO File -> import -> Wavefront OBJ import the "armor.obj" ![]() in tools, leave "Select" and "Vertex" in select options, go to "Joints" STEP 4 You got the bone's list in upper left corner of the screen, go to chest and double click on it, select the area you want to assign to the "chest bone" ![]() Now click on "Assign" Check the case "Draw vertices with bones colors" to see the rigged material (uncheck this case to see you selection) ![]() Now go, in the bone's list, to "LClavicle", double click on it, select the remaining part of the plate and assign this bone to it ![]() That's it ! continue the same way with the others part : Left shoulder (LShoulder), Right shoulder (RShoulder), Right arm (RArm2) ![]() Now we finished the rigging stuff Go to File -> Export -> Half-Life SMD name the new file "armor.smd" in SMD EXPORT : select "REFERENCE" and CHECK THE CASE "WITH VERTEX WEIGHTS (HL2)" STEP 5 : Open SMD2EMG follow this picture: ![]() Click on convert now you have a "new.emg" file Use EMGSWAP and swap/append Kazuya's emo with the "new.emg" file Et voilĂ ![]() ![]() Importants Notes : This rigging method works perferctly with "regular bones" (head, chest, arm...) but Milkshape may crash when it comes to specials (animated) bones like hair, mant... in this case I suggest you to use Segadordelinks method (transfer weights in blender) also, make a frequent saves of your project UPDATE : HOW TO RIG ANY BONE WITHOUT CRASH : I found a way to be able to rig any bone you want in Milkshape without crash ![]() Since Milkshape use Half-Life 2 smd format, he can handle only 128 bones so the bone number 129 and below will crash Milkshape as they are not recognized So here is a way to avoid the problem and rig any bone : ![]() |
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| Deleted User | Dec 31 2012, 06:35 AM Post #2 |
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Deleted User
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Thanks bro that's a very detailed tutorial, I'll try that soon but I have one question. How do you correctly figure out that which set of vertices should be assigned to which bone for example RArm1 and RShoulderArm bones are very close to each other, almost overlapping on one another then how do we decide which bone to choose ? |
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| Deleted User | Dec 31 2012, 06:51 AM Post #3 |
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Deleted User
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for this purpose, extract from the emo the part that you want to add new material, example in kzuya body : the upper body, import it in milkshape, now select an area, go to "Joints", see buttons in down left corner, click on "Show", it will give you bones names and also how much these bones are weighted (powered) in that area ![]() note that you can assign 4 bones to a selected area and you can control their weight with the slider under every bone's name |
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| Deleted User | Dec 31 2012, 06:54 AM Post #4 |
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Deleted User
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Now that's genius trick thanks bro, appreciate it.
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| Deleted User | Dec 31 2012, 06:55 AM Post #5 |
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Deleted User
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You're welcome bro
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| Monkeygigabuster92 | Dec 31 2012, 07:02 AM Post #6 |
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Haunted by Wesker
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Thanks man,now It open up new possibilities of making mods for me |
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| Deleted User | Dec 31 2012, 07:03 AM Post #7 |
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Deleted User
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You're welcome man, time to use your full power
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| streetfighterrox | Dec 31 2012, 01:15 PM Post #8 |
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once again you amaze me!
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| Lateralus | Dec 31 2012, 02:15 PM Post #9 |
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Could you use this method to use totally custom models? |
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| streetfighterrox | Dec 31 2012, 02:27 PM Post #10 |
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where do you register the key for milkshape3d? |
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thanks bro, appreciate it.

10:58 AM Jul 11