Welcome Guest [Log In] [Register]

Add Reply
Tutorial - How to open some legs...I mean from SSF4AE to SFXT :D; What did you expect ? XD
Topic Started: Jun 24 2013, 06:52 PM (6,099 Views)
Deleted User
Deleted User

@ otaner : I'll keep a fresh copy for you :D

@ Ace : That's it, Specialist in BBLP : Boobo-Butto-Lego-Pussyiologie :D
Quote Post Goto Top
 
robhal
Member Avatar
Pegasus Ryu Sei Ken!

@Khaled:
Thanks bro for the Blanka's another fixes. :) But if you have another time to spare, I want to ask another help. Can you fix Sakura Ninja Fighter by rig her skirt (EMG #3: ware) to her C1 skirt and her obi (EMG #19: obi) to her C1 tie or hatimaki. The obi has two choices because I am not sure which one is better. Btw I noticed in SSF4AE, her obi's animation looked similar to her hatimaki, but again I am not sure, because the tie's animation is also similar. Thank you in advance.

Sakura mod files:
http://www.mediafire.com/download/0ssud3xwwuca1e7/sakura_ninja_fighter_ii_Test.7z
Offline Profile Quote Post Goto Top
 
Deleted User
Deleted User

No problem bro, I'll do that :)
Quote Post Goto Top
 
whichother
Member Avatar

hello :) I'm stuck with ogre cell.. misfits 3d is a my gap, I will fix this soon I hope.

Meanwhile, about this method, I'm trying to open legs to a Monkeygigabuster Cody's SSF4AE mod, I have a problem, and a question:


1- problem: two (opposite!) fingers of a feet don't follow the rest of the model, I tryed to reswap, and append the feet, and remade the .smd but same result (even feet alone), I posted a pic.

2- question: I'm trying to follow your blanka "update", because I have body +feet +shoes, I'm not able to divide the selection to export the parts separately, in what blender mode I can do that? thanks!
but, having only a .dds +n.map, I don't need to separate them, I'll toggle out unneeded emg, right?

Thanks

edit: Thanks also for the Dudley just-for-speak port ;)

Posted Image
Offline Profile Quote Post Goto Top
 
Deleted User
Deleted User

@ IllbeRightNow : About the Cell mod, you can pm me with your work and I'll fix the face

1- It seems that those two annoying toes are not correctly attached to the armature, you can open legs as they are, convert to EMG and swap/append it and then correct the problem in misfit3D

2- If you have only one dds for textures, you don't need to separate all parts, just don't forget to toggle off all old legs parts
Quote Post Goto Top
 
whichother
Member Avatar

I sent you a msg.

I will try in the future, and I hope, to make the works at my reach, so I can learn things in time, without asking too much, thanks !

please, no hurry for me !

Thanks for your disponibility :) it is invaluable -_-
Offline Profile Quote Post Goto Top
 
MaesterWar
Member Avatar

Awesome tutorial,Now I just need to stop being lazy and mod something.
Offline Profile Quote Post Goto Top
 
Deleted User
Deleted User

@ IllbeRightNow : No problem mate :)

@ War : time to make a bloody mod bro :D

Posted Image

Quote Post Goto Top
 
Deleted User
Deleted User

Okay I have seen the problem IllbeRightNow is having with that mesh. I faced this problem myself with my Cammy Omega Black Agent mod. It appears that sometimes when we try to bring some bodies from AE to SFxT they loose LToe and RToe rigging information for some reason and then when you use that body in game the toe vertices appeared corrupted or stretching in weird fashion because of no weights.

After importing a closed legs model in blender if toes are not spreading correctly when you rotate the bone then follow this tutorial.

Import the closed leg model

STEP - 1

1) Go in weight mode.
2) Select vertex select option in weight mode.
3) Go in vertex groups list.
4) Select RToe or LToe (I selected RToe).

As you can see the weight is pretty much deleted from much of the area so this is not going to work, we need to rig this part again.

Posted Image

STEP - 2

1) Select RFoot to see it's weights, this is only to give you idea where your RToe vertices will start from (usually they start from where RFoot weights are about to end.
2) Select transparency (This will allow you to select vertices below visible area.
3) Press and hold ctrl + mouse left button to draw a lasso like selection around the vertices toe vertices (as I have selected).

Posted Image

STEP - 3

1) Now come back to RToe vertex group
2) Select weight = 0, Radius = 35 (or bigger if like for quick cleaning) and Strength = 1
3) Press and hold left mouse button and move brush all over the selected vertices to clean bad weights properly.

NOTE: The transparency you have selected in STEP - 2 should still be selected so the weights below the visible area also gets deleted.

Posted Image

STEP - 4

1) Now set Weight = 1
2) Select Weight Gradient.
3) Draw a straight line as shown in picture

You'll see that a smooth gradient is painted on selected vertices.

Posted Image

Rigging of right toe is done. For left toe repeat the steps from STEP 1 - 4 (But this time your vertex group should be LToe). After both toes, open the legs with Khaled's tutorial and you'll see the toes will spread correctly with rest of the legs and they will also work fine in game.


Quote Post Goto Top
 
Deleted User
Deleted User

Nice find bro :)
Quote Post Goto Top
 
1 user reading this topic (1 Guest and 0 Anonymous)
ZetaBoards - Free Forum Hosting
Fully Featured & Customizable Free Forums
Go to Next Page
« Previous Topic · Tutorials and Tools · Next Topic »
Add Reply