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Author Topic: vehicle rigging and animating? O_o (16 messages, Page 1 of 1)
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Hobbet360
Joined: Jan 10, 2012

ProTools > ToolPro


Posted: Jan 4, 2013 06:51 AM    Msg. 1 of 16       
HoHoHo, (that was a tad late).

I am working on a vehicle with legs and I modeled the basic model of it and got it in game as scenery, but I would like to know how to rig it so I can make my own animations for it and add markers to it.

Thanks in advance

-La Hobbetto 360

- and yesh! I have googled around and asked around


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Jan 4, 2013 10:14 AM    Msg. 2 of 16       
it took me a few try's to figure this out but i eventually got it working, one helpful tip is to import a model that is similar to yours and already in ce to see how that person did it.

there are two ways to do this, the first includes no rigging but i have never been able to compile physics so i was never able to test it properly.

the second way requires you to add a skin modifier to your mesh and rig it that way.(which will be in parentheses like this)

ok first thing to do is to line up your nodes with the respective joints of your vehicle(make sure your nodes are parented to each other and the frame node. the second thing is to separate your model into the parts that you wish to move (or if you are doing the rigging method add a skin modifier to your mesh.) then parent each piece to its respective node(at this point select all your nodes and add them into the skin modifier.) the first method is now done. all you have to do is animate it, but make sure you partition the collision model in the same way or it will not work properly. now to continue with the second method you go to face select and select a part of your model that you want to be moved, once it is selected (by faces) you press Ctrl+I to invert selection, hide the faces that are now selected. then go into your skin modifier, select the node that you want to rig it to and pres edit envelopes. under that there should be a check-box that says vertices. check it. then box select the vertices and under weight property there should be a box called Abs. effect. set that to one. ok now all you have to do is repeat it for each part and you're done.

probably not the best tutorial but its early in the morning where i'm at and i'm not quite awake yet. hope that helps


grunt_eater
Joined: Jan 26, 2011

Everything except biped rigging.


Posted: Jan 4, 2013 11:45 AM    Msg. 3 of 16       
Quote: --- Original message by: hobbet360
I am working on a vehicle with legs


Mantis?

Anyway, the best way I've found to do it, if it's a robotic vehicle where you don't need the mesh to stretch\bend like skin does, is to link each part to it's own node. So first detach each part, like left thith, left calf, left foot. Then place a marker at the left side of the waist, link the left thigh to it. Place a marker at the left knee level, link left calf to it. Place a marker at the left ankle level, link left foot to it. Do the same thing mirrored for the right side. And the same basic principle for arms. i think you get the idea. Lol.


Guilty_spark
Joined: Dec 8, 2011

enjoy my bright, blue, balls!


Posted: Jan 4, 2013 04:13 PM    Msg. 4 of 16       
no I already know what it is and I will tell you its not from halo 4.idk if he wants me to keep it a secret or if he just forgot to mention what vehicle it was. I will tell you this though it has 4 legs.
Edited by Spark on Jan 4, 2013 at 04:13 PM


XlzQwerty1
Joined: Aug 6, 2009


Posted: Jan 4, 2013 06:57 PM    Msg. 5 of 16       
Scarab?


SilentJacket
Joined: Jun 9, 2012

-Did I miss something?-


Posted: Jan 4, 2013 07:40 PM    Msg. 6 of 16       
horse?you could even say a pony?


Guilty_spark
Joined: Dec 8, 2011

enjoy my bright, blue, balls!


Posted: Jan 4, 2013 07:50 PM    Msg. 7 of 16       
no and no your both wrong.


Dumb AI
Joined: Sep 18, 2011

Dead.


Posted: Jan 4, 2013 11:55 PM    Msg. 8 of 16       
A warthog.
It's like a pig.


Guilty_spark
Joined: Dec 8, 2011

enjoy my bright, blue, balls!


Posted: Jan 5, 2013 12:20 AM    Msg. 9 of 16       
no again. it has for legs and is cove.


Hobbet360
Joined: Jan 10, 2012

ProTools > ToolPro


Posted: Jan 5, 2013 12:26 AM    Msg. 10 of 16       
and its not in halo 1, 2, 3, 4 or reach.

and thanks for the tutorial Mr. Killzone, it helped.


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Jan 5, 2013 12:34 AM    Msg. 11 of 16       
NO problem

And it's either a locust or something custom


Guilty_spark
Joined: Dec 8, 2011

enjoy my bright, blue, balls!


Posted: Jan 5, 2013 12:42 AM    Msg. 12 of 16       
correct good sir it is a locust.


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Jan 5, 2013 12:55 AM    Msg. 13 of 16       
Alright! it will be cool to get some halo wars vehicles into the mix, I actually started on a halo rts in unreal engine a few years back, I might revisit that idea now that I have some experience.

Post some pics when you have it ingame.
Edited by killzone64 on Jan 5, 2013 at 12:57 AM


Hobbet360
Joined: Jan 10, 2012

ProTools > ToolPro


Posted: Jan 5, 2013 01:02 AM    Msg. 14 of 16       
I am using a custom model of my own I made since i dunno how to rip from othe games. but does anyone know how to rip the bitmaps from halo wars? I am using crappy scarab textures as a placeholder atm.


killzone64
Joined: Jun 9, 2010

sometimes i miss the chaos occasionally


Posted: Jan 5, 2013 01:07 AM    Msg. 15 of 16       
I dont know how to rip from halo wars but I have seen some of the stuff floating around on the face punch forums.

If not then you could always use the halo 3 defender turret bitmaps


Hobbet360
Joined: Jan 10, 2012

ProTools > ToolPro


Posted: Jan 20, 2013 09:04 AM    Msg. 16 of 16       
Quote: --- Original message by: killzone64
it took me a few try's to figure this out but i eventually got it working, one helpful tip is to import a model that is similar to yours and already in ce to see how that person did it.

there are two ways to do this, the first includes no rigging but i have never been able to compile physics so i was never able to test it properly.

the second way requires you to add a skin modifier to your mesh and rig it that way.(which will be in parentheses like this)

ok first thing to do is to line up your nodes with the respective joints of your vehicle(make sure your nodes are parented to each other and the frame node. the second thing is to separate your model into the parts that you wish to move (or if you are doing the rigging method add a skin modifier to your mesh.) then parent each piece to its respective node(at this point select all your nodes and add them into the skin modifier.) the first method is now done. all you have to do is animate it, but make sure you partition the collision model in the same way or it will not work properly. now to continue with the second method you go to face select and select a part of your model that you want to be moved, once it is selected (by faces) you press Ctrl+I to invert selection, hide the faces that are now selected. then go into your skin modifier, select the node that you want to rig it to and pres edit envelopes. under that there should be a check-box that says vertices. check it. then box select the vertices and under weight property there should be a box called Abs. effect. set that to one. ok now all you have to do is repeat it for each part and you're done.

probably not the best tutorial but its early in the morning where i'm at and i'm not quite awake yet. hope that helps


I heard everywhere its just like rigging a biped, so I quickly whipped a simple one up (2 arms, 1 neck, 1 head and 1 leg, ikr) and animated it all was good in export but in sapien (after making in a biped) it said this...

"The model hobbet360\characters\plants\vine_guy\vine_guy and the animation hobbet360\characters\plants\vine_guy\vine_guy don't match.
The object hobbet360\characters\plants\vine_guy\vine_guy will not animate."

I went through the animations and model as Mr Dratt said to do (node list checksum), but still the same error. Any input?

 

 
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