O^v^v^v^v^v^v^v^v^vNexus Model^v^v^v^v^v^v^v^v^v^O

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

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Postby Shoe » Mon Sep 17, 2007 5:22 am

There aren't many people here right now that can do something like that... so it may take a little while yet to find a rigger.
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Postby nifrek » Mon Oct 08, 2007 2:16 pm

Is there any documentation anywhere about rigging?
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Postby Shoe » Mon Oct 08, 2007 2:43 pm

None apparent in the standard docs, but there might be some in SVN if you look for the model compiler. If all else fails, try IRC.
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Postby nifrek » Mon Oct 08, 2007 5:46 pm

Shoe wrote:None apparent in the standard docs, but there might be some in SVN if you look for the model compiler. If all else fails, try IRC.


Thanks. Where can I get SVN? I couldn't find much when I searched the forums :(
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Postby Shoe » Mon Oct 08, 2007 6:54 pm

Here's Nexuiz's:
http://svn.icculus.org/nexuiz/

And darkplaces:
http://svn.icculus.org/twilight/trunk/

You may have to do some digging if there's even anything there (I couldn't find anything on a quick skim). IRC might be the better option.
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Postby Genegineer » Sun Oct 14, 2007 4:15 am

The rigging is done in your favorite modelling program. Blender is supposed to do animations, but I dont think it exports to the correct fromat. However, the way I would do it is to 1) model the character in Blender and save in .obj file format, 2) get Milkshape, import the model in the .obj file format, and 3) resize the model to fit one of the default Nex skeletons, and weigh the model to the skeleton. The default nex skeletons are downloadable in .smd file format. Once done with resizing and weighing to a default skeleton, you can copy the rest of the poses to the appropriate foldes and compile it into a .zym file. If you choose to create your own skeketon, you will have to create all new animations, but the new animations will have to named properly. Don't forget about the animation config file!
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Postby Shoe » Sun Oct 14, 2007 5:02 pm

I propose that when these new models get rigged, they get newer animations as well. The current set of run animations look weird.

Also, I remember someone being strongly against segmented models, but I don't remember what the argument against them was. But it seems silly with the current setup that someone can be shooting straight up in the air but their model's gun is facing straight ahead.
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Postby ihsan » Sun Oct 14, 2007 6:27 pm

Ivan wrote:Is anyone going to rig this? Because I can't.

I'm still working on a humanoid model exporter from blender to nexuiz. When it's done exporting new characters should be pretty easy. Don't expect it for at least a month though. :(
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Postby morfar » Mon Oct 15, 2007 10:45 am

Someone CAN rig this... Morphed maybe? I think he modeled and rigged (I guess rigging means attaching vertices to a skeleton) the "Monk" model used in RBI.
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Postby ai » Mon Oct 15, 2007 1:43 pm

morfar wrote:Someone CAN rig this... Morphed maybe? I think he modeled and rigged (I guess rigging means attaching vertices to a skeleton) the "Monk" model used in RBI.

Actually, to be specific rigging means setting up the system before doing the animation. Like first you skin (attaching components, vertices, CV's) to a skeleton, then you create a rig. With other words, the system that you will be using later when animating.

But I suppose these people actually mean skinning (binding vertices to a skeleton, joints, and paint weights and stuff).
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