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How to manually rig bones using Milkshape; UPDATE : How to rig any bone you want without crash :)
Topic Started: Dec 31 2012, 05:42 AM (8,315 Views)
Monkeygigabuster92
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Haunted by Wesker
khaledantar666
Dec 31 2012, 06:51 AM
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
Can you put preview for this procedure
I still haven't figured out what i have to extract from EMO files too(not to mention i can find the show button in Joints)
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Deleted User
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sure, I'll post a picture ;)
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Deleted User
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see this example on Kazuya's body :

Posted Image
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bbb

Does anyone know of an SMD plug in for maya that doesnt require me to download steam and sdk engine to export?
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Slowair6
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Thank you
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mofudahafuzu
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* Example used in this tutorial : Putting Kenshiro's armor (a downloaded obj) on Kazuya's body

where can i get any part (a downloaded obj)...?
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here : http://www.tombraiderforums.com/showthread.php?t=151335
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TekkenGamer

khaledantar666
Dec 31 2012, 05:42 AM
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=&section=&global=1&q=emg2smd#/d51csi9
- SMD2EMG : get it here: http://browse.deviantart.com/?qh=&section=&global=1&q=smd2emg#/d4w2vz6
- Misfit3D
- Milkshape
get it here : http://chumbalum.swissquake.ch/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

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STEP 2:

Extract skeleton from Kazuya emo :

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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"

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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"

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Now click on "Assign"
Check the case "Draw vertices with bones colors" to see the rigged material (uncheck this case to see you selection)

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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

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That's it ! continue the same way with the others part : Left shoulder (LShoulder), Right shoulder (RShoulder), Right arm (RArm2)

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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:

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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  :)

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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









Hello!

Very good tutorial!

But I've a problem! The registration Name and Code doesn't work!

Please help me! :( :$
Edited by TekkenGamer, Feb 26 2013, 10:50 AM.
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Deleted User
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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 :

Posted Image
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Deleted User
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That's a good addition bro :)

I often rig small parts manually but I do so in blender because of stability issues and my bad habit of not saving the work often so I guess this will make life easier, thanks.
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