Added: 5 years ago
From: Quake3Bits
Views: 12,071
Sort by time | Sort by thread (beta)

Link to this comment:

Share to:

All Comments (11)

Sign In or Sign Up now to post a comment!
  • too complicated for a beginner

  • @blackmoderte : the 'principle' isn't, it just looks complex on this rig because of the way it had to be built for the Doom3/Quake4 game engine. I'll have a better tutorial available soon so keep and eye on katsbits[dot]com

  • iv gotta finish off my model for college and i dont wonna ruin i by rotating set areas cause that always fucks up my work... how do u get the skeleton in and that?????

  • You need to look for tutorials on 'rigging'. Basically you need to add an *Armature* that has a chain on bones to represent the legs, arms and so on. Next parent the mesh to the armature. Then *weight paint* so the mesh moves relative to the bones of the rig. It can be fiddly but you'll get something basic quite quickly.

    PS: mind the language, I know you're frustrated over what's happening to the model but, be a bit more imaginative with your cussing if you have to use it ;o)

  • thanks my 3d modeling teacher showed me how to add them but not the parenting stuff and the "weight paint" bit :S sorry about the swaring im just gettin frustrated with it -.-

  • If you're adding bones from ones that already exist then they'll be automatically parented, all you need to do is parent the sections together, so legs parent to the 'hip' and arms to the 'shoulders' and so on. There's a drop down list when you're in edit buttons (F9) that you select from.. those are the 'parents'.

  • please help me ive just started using blender and i want to make games but i dont know where to start help me.

  • Hold on for a bit, will have some info shortly

  • thanks

  • how do u bone like that? im gona study my @ss off till i can do sm like that. all my models wen they move thier all riped up n stuff. i want the arms n legs to move without it lookin fake.

  • You mean how does the mesh itself deform so well when moving a bone? That's all to do with the vertex groups on your mesh and the vertex weighting you use per group. It's then a matter of deforming the mesh as you work to get the values right so when a bone is moved to an extreme it doesn't distort the mesh too much.....

  • pt2... What is normally done though is that weights are often 'painted' so that there are clear 'sections' of the mesh so that only the leg parts move when the leg bones are; so arms, legs, torso all have distinct areas. The downside is a rigid looking mesh when it's moving.. the upside is a mesh that's easy to set up and deform.

    Oh and lots of patience ;o)

  • Blender

  • which program is that

Loading...
Alert icon
0 / 00Unsaved Playlist Return to active list
    1. Your queue is empty. Add videos to your queue using this button:
      or sign in to load a different list.
    Loading...Loading...Saving...
    • Clear all videos from this list
    • Learn more