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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Wed Sep 12, 2007 4:41 am

Wed Sep 12, 2007 7:33 pm

  • His knees are in the gap between the thigh plate and the shin-guard.
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    torus
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Wed Sep 12, 2007 9:09 pm

  • torus wrote:His knees are in the gap between the thigh plate and the shin-guard.

    Well, that I know. But I wonder how they will bend when he bend his knees. Will they follow the thigh or chin plate? And how will they follow, how is this piece connected to the others? It has to be for it to be able to even sit there.
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    ai
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Wed Sep 12, 2007 10:39 pm

  • Torus is right. That is where it is connected. Who ever rigs it can put in extra geometry if they want. Speaking of rigging, who will do that.

    PS I haven't forgot about the marine. I have a couple of changes I want to make to the model before anyone rigs it. OK

    Ivan
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    Ivan
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Thu Sep 13, 2007 10:51 am

  • Yeah, I agree, make it more strong looking. Otherwise no1. work :)
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    C.Brutail
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Thu Sep 13, 2007 12:51 pm

  • torus wrote:His knees are in the gap between the thigh plate and the shin-guard.

    Ivan wrote:Torus is right. That is where it is connected.Ivan

    That makes no sense at all :P
    I mean how are the "knee plates" connected. I know they HAVE to be connected somehow, and I know that the knees are in the gap between the thigh and shin plates (that's obvious), but HOW will they move. Like for instance, will they follow the shinguard or the thigh plate? Or will they be connected to both and that knee plate will be in the middle when the leg is bent?

    These: http://www.origionstudios.com/aiai/pics/asd.jpg
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    ai
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Thu Sep 13, 2007 7:26 pm

  • I hope this explains

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    Ivan
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Thu Sep 13, 2007 8:31 pm

  • Yup, that does it. So it goes with the shinguard. I did speculate it was with that piece, but the angles make me uncertain.
    You're not familiar with skinning and rigging or you just not up to do it? I have never rigged a character for a game before, but I assume it's something like that. Although does it react to paint weights or just rigid bind?
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    ai
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Fri Sep 14, 2007 1:34 am

  • Yeah I have rigged a model before, but never for a game.
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    Ivan
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Mon Sep 17, 2007 5:00 am

  • Is anyone going to rig this? Because I can't.
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    Ivan
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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.
    Shoe
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Mon Oct 08, 2007 2:16 pm

  • Is there any documentation anywhere about rigging?
    nifrek
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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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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 :(
    nifrek
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Mon Oct 08, 2007 6:54 pm

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!
    Genegineer
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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.
    Shoe
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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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    ihsan
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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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    morfar
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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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    ai
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Thu Oct 18, 2007 1:39 pm

  • if someone gets me the rig, I can skin it
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    Ivan
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Thu Oct 18, 2007 8:20 pm

  • Ivan wrote:if someone gets me the rig, I can skin it

    Well, the rig is the easiest part. You basically only need a rather simple skeleton, then just take the selection handles and pull them out of the skeleton a bit so they'll be easier to select.

    Also, in most cases one would want to skin the character first before creating a functional rig. I do not know how games rigs are made up as you do not need as much detail than say for CGI movies. And Nexuiz being rather simple doesn't need a really complicated rig.
    It's a lot easier to see the result of the rig once the character is skinned.

    But unless you're gonna create a whole new animation I'd say take the existing skeleton and make it match up to that char, as all the animation is already done.
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    ai
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Sun Nov 11, 2007 8:36 pm

  • Sorry, I haven't been doing Nexuiz stuff lately. I am a bit busy with school right now. Midterms and stuff.
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    Ivan
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Fri Feb 08, 2008 1:23 am

  • Ivan wrote:FINISHED

    There are a couple of changes to the character concept. Mostly in the legs.
    I think it came out better then the Marine because I did a concept before hand.

    So, who will rig this model because I am not. Genegineer you said you have the tools and skills, right.

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    Does anybody have this model??
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    ihsan
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Fri Feb 08, 2008 5:29 am

  • I don't believe Nexus was ever released. I do however have the Marine model that Ivan released saved to my hard drive in .obj format if you're maybe interested in that.
    Shoe
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Fri Feb 08, 2008 9:26 am

  • This looks awesome!
    I'M BATMAN!
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    HarryButt
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Fri Feb 08, 2008 12:52 pm

  • Shoe wrote:I don't believe Nexus was ever released. I do however have the Marine model that Ivan released saved to my hard drive in .obj format if you're maybe interested in that.

    Post it!
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    ihsan
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Sat Feb 09, 2008 5:54 pm

Mon Feb 11, 2008 7:51 pm

  • Someone should mirror them before anything happens, heh
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    Mr. Bougo
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Thu Feb 28, 2008 1:07 am

  • I still come by and see what is going on here. I thought no one was interested in the model since no one was willing to rig it. If you want I can still give you guys the Nexus model.
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