Anyone want to re-rig some character models?

Discussion in 'Art' started by Kylegar, May 22, 2014.

  1. Kylegar

    Kylegar Specstax Rule

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    I have the UE4 tool for rigging character models and doing animations, and it'd be cool to re-rig the character models and redo some of the animation stuff. I'm ass at anything like this, so if there was someone who'd want to poke about and get it working, that'd be awesome.

    Here are all the models I've done work to to get working in other game engines: https://drive.google.com/folderview?id=0B5prZNxOmeijSVA1VDFqZ2dObkU&usp=sharing
     
  2. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    I can have a look at that. Rigging is actually not THAT hard.
     
  3. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    fucking get some swim animations!!!
     
  4. Señor_Awesome

    Señor_Awesome Member

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    And then switch them with the walking/running animations. Please.

    Walk through water, swim on land.
     
  5. Kylegar

    Kylegar Specstax Rule

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    You have Maya right?
     
  6. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    I use Blender, but it can handle .fbx just fine.
     
  7. Kylegar

    Kylegar Specstax Rule

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    the ue4 plugin is for maya. It does most of the work for you.
     
  8. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    I bet there is also one for 3DS Max. For some reason Maya is seen as THE rigging and animation suite. No idea why, never really tried it.
    But I am happy with the amount of control Blender gives me, so yeah. Shouldn't be such a big deal.

    You just simply want .fbx back, right?
     
  9. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    For some reason those are the first .fbx files that blenderfbx importer can't open. They aren't empty, I've looked into them, but nothing shows up on import.

    But seeing they were created with the Blender .fbx exporter, you could just give me the .blend files.
     
  10. Kylegar

    Kylegar Specstax Rule

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    I don't have .blend files. I imported the SMDs and exported them as fbx
     
  11. RappemongO

    RappemongO Member

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    What does your blender console say, firewarrior?
     
  12. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    Actually...nothing at all...that's weird.
    I used this plugin to import the .fbx files: http://blenderfbx.render.jp/
    But then again, I only tried it on this deprecated machine at work. Could be that I get vastly different results at home.
    In any case it doesn't really matter, because I can access the .smd files myself, so no worries.

    //EDIT
    Oh wait, I was stupid. I forgot to install umconv on this machine. Yeah, works now.
    Thing just is that won't really do me any good. The thing as it is now is pretty broken. The mesh's up axis is -Y and the armature's up axis is +Z. And half the bones are parented to the root bone.
    I guess I could rebuild it from scratch, since we wanted to do that anyway.
     
  13. Kylegar

    Kylegar Specstax Rule

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    Would you re-rig them? Also make them X+ forward? I never could get that working for some reason. I'm a coder, not a modeller
     
  14. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    +X?! Why would you even...? Oh wait you mean forward...
    Well usually it is:
    +Z -> Up
    -Y -> Forward
    At least that is Blender default and most engines use the same principle.
     
  15. Kylegar

    Kylegar Specstax Rule

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    Sorry, it looks like Z+ for UE4. I'm bad at this stuff :P
     
  16. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    You mean +Z is the up axis, right? Could you tell me which one the forward axis is? If it really is +X and I build it with -Y as forward, the model might end up turned 90°.
     
  17. Kylegar

    Kylegar Specstax Rule

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    I cannot find a 100% solid statement. Some people say X+ is forward, Some say Y+. Atleast everyone agrees that Z+ is up...

    It appears X+ is indeed forward.
     
  18. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    Alright then. I think after a re rig, the easiest way to test it would probably be a ragdoll.
     
  19. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    Urgh, I just found out another problem:
    Blender uses a right hand coordinate system with +Z as up and -Y as front.
    Unreal 4 uses a left hand coordinate system with +Z as up and +Y as front.
    +X is in both cases the left side.

    I guess it should be fine, if just set everything right in the export. Otherwise I will have to mirror along the Y axis.

    Unreal uses 1cm as unit and Source used 1ft as it's unit. Now I even have the fun of scaling it correctly, yay! >.<
    Also the fuck Source:
    https://developer.valvesoftware.com/wiki/Dimensions
     
  20. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    Alright ladies and gents. I was a bit bored at work, so I finished up a skeleton and skinned it to Engineer "Ed".
    [​IMG]

    I uploaded two .fbx exports of him, both made with different exporters respectively.
    Blender Native FBX export
    BOS / FBX export

    I think the first one probably has a higher chance to work. I was able to set the coordinate axes just like in Unreal 4. You should be able to make a ragdoll out of it and test it like in the video I linked earlier.
     

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