HOWTO: Make A New Nexuiz Playermodel.

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Postby Taiyo.uk » Wed May 27, 2009 6:57 pm

It's the first time I've rigged a model to the pyria armature, here's the .blend:

http://www.haosredro.com/nex/model-karo ... nes2.blend
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Postby Flying Steel » Thu May 28, 2009 4:22 am

Taiyo.uk wrote:It's the first time I've rigged a model to the pyria armature, here's the .blend:

http://www.haosredro.com/nex/model-karo ... nes2.blend


The offending bones are super heavily rotated in pose mode; go to pose mode, select each of those arm bones and set all its rotation values to zero. Then the mesh looks fine in its rest pose.

Also though, the bones are not placed inside the mesh; you need to place them so that the joints in the skeleton sit where the creature's real life joints would be, or else you get extremely unnatural results when you rotate bones to create the animations.
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Postby Taiyo.uk » Thu May 28, 2009 9:48 pm

Thanks Steel! :D

It would appear that the oddness was due to the Pyria skeleton not matching the rest pose. I didn't change the rotation values of each bone directly, but I have modified the skeleton to match the rest pose of the model:
http://www.haosredro.com/nex/img/editbones2.png
http://www.haosredro.com/nex/img/objectbones2.png

Now, it did export, and the animations do work, but there appears to be some geometry scaling issues that can only be described as "OMFGWTFSTICKMANHAX?!?!" The model has been turned into a stickman:
http://www.haosredro.com/nex/img/wtfstickman1.jpg
I can see his little head if I zoom in, but everything else has been "sticked":
http://www.haosredro.com/nex/img/wtfstickman2.jpg

Has anyone else had this problem?

Edit:

Here's the .blend file:
http://www.haosredro.com/nex/model-karo ... nes3.blend

Edit:

Problem was the HL2 exporter, used the nexuiz one from the vixen model sources. Needed to add a magic comment at the second line to avoid a non-ascii character syntax error ( # -*- coding: utf-8 -*- ) Essentially works now, but the model is horribly distorted in places:
http://www.haosredro.com/nex/model-karo ... 000044.jpg
The arms and legs appear to be sucked into the body somewhat, the head points the wrong way and there's weird stretches everywhere.
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Postby Flying Steel » Sun May 31, 2009 4:03 am

Weird. If I were in your shoes (and will be eventually), what I'd do next is try to isolate the problem, by taking pyra (or whatever her name is) herself, with her skeleton and model siting in blender after you imported her (you already imported her skeleton for the trogdor guy model, so it's established that the import works) and export her the same as you did for your model using the same script and everything. See if you get the same problem with this model in Nexuiz.

If so, then it's definitely something obviously wrong with this script. If it's div's script, he'll probably want to look into this problem when he gets the time. I believe he wanted feedback help with this from an artist, and now one of us (you to be exact :)) has finally gotten to it.
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Postby ai » Sun May 31, 2009 5:19 am

If it's Div0's Blender script then there's nothing wrong with that. It has already been tested a bit by Morphed and it worked fine.
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Postby Flying Steel » Sun May 31, 2009 3:55 pm

ai wrote:If it's Div0's Blender script then there's nothing wrong with that. It has already been tested a bit by Morphed and it worked fine.


Never underestimate the dark will of a content pipeline to destroy without reason. :wink:

It could be that by doing anything just a little differently with the content creation or export process from whatever Morphed did with his character model(s), Taiyo has uncovered a bug of some sort which is causing this probably undocumented issue.

So in my experience, the best way to find the cause of an unknown problem (without knowledge of the code) is to apply KISS and run tests that introduce new variables in baby steps. The first of these is to export from the content creation suite using the same export script the problem is occuring with, a rigged model that we already know works in-game, imo.
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Postby Taiyo.uk » Wed Jun 03, 2009 12:16 am

I'll have a go building a known working model when I get a chance. Failing that I'll try using the carni skeleton as this seems to fit the model somewhat better.
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Postby Flying Steel » Wed Jun 03, 2009 3:20 am

Cool, I'd be curious to see what results you get.
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Postby ihsan » Fri Jun 12, 2009 2:16 am

Taiyo.uk wrote:Now, it did export, and the animations do work, but there appears to be some geometry scaling issues that can only be described as "OMFGWTFSTICKMANHAX?!?!" The model has been turned into a stickman:
http://www.haosredro.com/nex/img/wtfstickman1.jpg
I can see his little head if I zoom in, but everything else has been "sticked":
http://www.haosredro.com/nex/img/wtfstickman2.jpg

Has anyone else had this problem?


This is because you scaled down the model. The SMD script doesn't handle tranformation of the armature properly. The best thing to do is LEAVE THE ARMATURE IN PLACE AND SCALE ONCE IMPORTED.
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Postby Taiyo.uk » Fri Jun 12, 2009 11:14 am

Naw, that problem was due to th HL2 exporter. It would do this with known working models too. This particular issue was solved when I used Div0's export script. The problem I'm having now is strange deformation of the model as detailed in my previous posts.
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