A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Biped Rigging, Issue with Wrists

Author Topic: Biped Rigging, Issue with Wrists (7 messages, Page 1 of 1)
Moderators: Dennis

DeadHamster
Joined: Jun 8, 2014

https://discord.gg/Neu4EJM


Posted: Jun 15, 2014 08:23 PM    Msg. 1 of 7       
Any idea why this is happening? It's been driving me nuts, using the cyborg MP rig, it moves fine in 3DS max, and no matter how many times I re-rig it end up like that.

Link 1

Link 2
Edited by DeadHamster on Jun 15, 2014 at 08:53 PM


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Jun 16, 2014 12:32 AM    Msg. 2 of 7       


For easier viewing.

Could you tell us which animations you're using and whether it's custom biped or not?


bourrin33
Joined: Oct 19, 2009

HEK not installed tho


Posted: Jun 16, 2014 08:03 AM    Msg. 3 of 7       
That looks like a scaling problem... Did you scale the bones of the MC biped before rigging ?

Is the angle of the wrist bone right at the connection between forearm and wrist bone ?

Try scaling all the bones to 100-100-100 before trying if an animation matches correctly, that should be the halo result


DeadHamster
Joined: Jun 8, 2014

https://discord.gg/Neu4EJM


Posted: Jun 16, 2014 08:43 AM    Msg. 4 of 7       
Yes I did scale the bones. Figured that might be the problem. With that being said then, how would I fit an existing skeleton like the cyborg one that I'm using, for a biped much larger.

That's an H3 brute flood model I've been editing, it's much larger than the existing rig. How can I fit the bones into the model properly without scaling them up to match the size properly? Do I scale the model to the bones instead?


And just for total clarification; Custom model, pulled from H3 map, using the stock H1 cyborg animations/skeleton.
Edited by DeadHamster on Jun 16, 2014 at 08:44 AM


Corvette19
Joined: Feb 27, 2007


Posted: Jun 16, 2014 09:30 AM    Msg. 5 of 7       
Long time no see, Hamster!!!


SOI_7
Joined: Mar 23, 2012

Welcome to the true man's world


Posted: Jun 16, 2014 12:38 PM    Msg. 6 of 7       
Quote: --- Original message by: DeadHamster

Yes I did scale the bones. Figured that might be the problem. With that being said then, how would I fit an existing skeleton like the cyborg one that I'm using, for a biped much larger.

That's an H3 brute flood model I've been editing, it's much larger than the existing rig. How can I fit the bones into the model properly without scaling them up to match the size properly? Do I scale the model to the bones instead?


And just for total clarification; Custom model, pulled from H3 map, using the stock H1 cyborg animations/skeleton.
Edited by DeadHamster on Jun 16, 2014 at 08:44 AM



I did the same for my Flood Brute and Drinol: import the boneset, un-link the bones that you want to move (Un-link, not scale) and place them in order to fit the proportions of the Flood. Then re-link the bones to their old parents (for example, link the clavicles to spine1), rig the model. Then, make an overlay animation that scales the biped (remember that your bones will return to their original position during the anims, so you'll have to re-move them in your scene) and export the animation. Then set up your tag so that the overlay animation is always played.

Probably there's an easier solution, but honestly I couldn't find anything else that worked. If you need just to scale the model, and not move a single bone, that's even easier because you just need to scale the root node.


DeadHamster
Joined: Jun 8, 2014

https://discord.gg/Neu4EJM


Posted: Jun 16, 2014 06:03 PM    Msg. 7 of 7       
My man! How've you been!?! It's been ages since HM.



On another note, could somebody please clarify on that overlay animation bit? Will I have to compile a new animation tag for this, with an additional overlay that scales the biped up? I was hoping to not have to edit the anims at all, hence rigging it to the most compatible skeleton in the cyborg as opposed to a flood variant.

 

 
Previous Older Thread    Next newer Thread







Time: Fri January 20, 2023 9:40 AM 296 ms.
A Halo Maps Website