I've got some animations made with the metrocop actually that I uploaded to youtube. They are more basic for now. Where do you work at anyway? Or is that confidential?
@CodyT95 .smd There 2 types of smds. reference mesh smd that contains the geometry and bones. And Skeletal smd which is just bones and frames of animation.
Hi Im a beginner rigger, how do you make a helper for the neck to twist??? Even I tried the wire parameter it doesnt seem to twist the bone side ways.... help?
i really need help i cant rig a cod4 guy its so hard :(((( i need your help i know how to do the stuff but cant do it all i know how to do is biped then add it blahblah but when i rig it do envilopes its mostly not rigged and is twisted when i move :((( i wish i knew how to make a rig like your 1
Nice tut man, but can you explain how you reposition a biped bone (bip_01) AFTER you've rigged the mesh to it (only moving the bone, not the mesh)? I cant find the answer ANYWHERE!
Is there a name for this type of rig? It seems like the rigs for character models in hl2 are completely different than the standard biped rig in 3dsMax. I guess what I'm wondering is what kind of rig one has to have for hl2.
@Erilis666 A biped is a rig. It doesn't matter what you use once everything is baked in a game. Most engines only see bones as just points (joints) linked together in a hierarchy with verts of the mesh bound to them. Your rig is just your puppet strings while animating so you can use other things like dynamic simulations or IK instead of having to FK animate each bone individually. Once the animation is baked all of that shit is gone and you're just left with the transofrm data for the joints.
@SideEffectt@drsardonic hey i have a similar rig but i have a problem with the fingers cuz i use attribute holders so i can keyframe them :( would u be able to help thank you
Also, for the awesome ragefest happening in the comments, Resolution and poly count are very different things, I don't care what you guys are bitching about, truth is, a low poly character can be high res just like a high poly character can be low res.
Pretty sure that the term "high res" doesn't even come into rigging. Resolution is the measure of how something looks after shading and rendering, aka DPI and such. the poly-count or rather the amount of polygons that make up a movable object whether it be animate or inanimate is for rigging and animating the rig.
Hey, can you take HL2 and CS:S model files and convert them into normal 3ds max files? Because I'm trying to take my friends models he ripped out of a game for Gmod and convert them into 3ds max files so I can make a animation war you could say. =D Please reply or send me a pm.
For the spinners learn how to use "parameter editor" and "Atrribute Holder modifier". Then I used Reaction Manager and tied it with those spinners.
Reaction manager is easier but I've found it to be really buggy so I don't use it anymore. I would recommend spending the extra time learning how to use "wire parameters" efficiently instead of using reaction manager.
Alright. If you can't let it be. Since when does the term "high definition" exclusively have to do with high definition video?
It applies to a dense 3D mesh as well, doesn't it.
Now that you've got a dense 3D mesh with lots of detail and DEFINITION, you want to rig it, and you're using a simple game character rig. It's going to make the model look like a puppet with all the detail statically moving with the LOW DEFINITION rig.
So you make a more complex rig that allows your animator to bring out the actual detail in the character. Things like extra joints in the hands, or individual toes, stuff that a game rig doesn't have.
A more complex rig would be increasingly hard to rig. So I told the guy, who found something to "aim" for in making game character rigs, that he could find more complex thing to do, so he could aim for those.
Walking around calling people idiots doesn't help by the way.
well one the texturing is off duh its gonna look as you actually call it! low poly
but the normals lighting texturing is disabled plus that is almost and probably is the exact rig for half life difference was all the materials were active making it look high poly no one calls a model low definition high definition its high poly and lowpoly it would make better since and cost zero explination to say low poly or high poly
Yeah the rig is probably almost exactly like the one from Half-Life 2, does that make it less of a game rig? What are you saying there, I don't even get it. I said it's a game rig, what's your problem?
What does "it would make better since" mean? Do you mean sense? And it's called "explanation" by the way.
Also, try a google search on "high definition model". Yeah. You guessed it: This conversation is now over.
UnrealAnimation, you ought to learn how to construct sentences that make sense, because I find it extremely hard to follow what you are saying.
To summarize what Dustbag is saying here:
-A video game character (low res / low poly character) has a more simple rig. If you want to make more complex rigs then you had better rig high res / high poly characters in order to achieve that.
I don't understand your argueing over what terminology someone decides to use. High poly / High res or Low poly / Low res - It's obvious what they mean, oh and please, don't tell me to shut up when you clearly do not have a clue what you're talking about.
Oh, and by the way, I've spoken to quite some professionals whom refer to high polygon meshes as 'high resolution models' so don't even continue with this, you're just making yourself out to sound like an illinformed idiot.
You tak about game characters as ifg their riging is somehow inferior to everything else. Most riggers now adays work in the gaming industry. More work.
hey i have a simple question for you im just starting out so ts not really a big deal but i was wondring hw you add those little extension things because on my models the gizmos are all inside and next to other ones so its hard to click and move what i want and those extension like things seems very usefull
Hey caan you say me how the hell you did that no not the Halo War Soilder how did you make Model so big i have a Problem my models are so so so little like 1 CM.... how did you make that? i can,t iven,t see my cars and more.. iven,t when i Maximize or zoom!
hi i have question. Beofre u paintweights, do u combine the entire mesh into one object and then paint weights? Or do ukeep pieces seperate? like legs arms etc
it depends on the engine you're working with and if things are going to be modular with attachments.
A character like this you'd probably want to keep one mesh.
But say you were making something like an RPG with different armor sets you'd probably want to keep seperate mesh pieces each with their own individual skin modifiers but using the same skeleton.
The control objects are the wireframe shapes he's using to manipulate the model - they make it easier to move the arms etc around without having to find the bones through the mesh
can you help me out with one thing? i tried to reproduce that rotating box that will raise your foot(exept the toe) idk what to call it but when i link it to the part of the rig that moves the whole foot the foot torques in an odd way.
well i personally think that XSI is better for Half Life 2 or any games with supporting it because one thing is making 3D character for poses, wallpapers and amazing videos and second is making 3D character to games it's little different yeah :)
if anyone needs tutorials for 3d studio max its all in the document section -.- stop being lazy and read them. It explains everything you need to know.
Hey^^I'm a guy form the 405th propbuilding site. And I was wondering if you could send me this mesh. I'm planning to unfold it with a program called pepakura so you can make it in real life.
Would it be too much for asking to make a tutorial how you make this? Either by showing main examples, which clears us the procedures but not the whole model? :)
Thanks to this awesome video, not only did I find a good song but I learned a few things and what to research. I understand what the helpers are and how to parent the bones with them. Though your rigging is impressive looking. Screw biped bones compared to what you do. So it's possible to hide the bones and move them at the same time? Some of your helpers I was wondering, where those come from? I saw a box looking one but what is the name of the ones you are using?
Yea once a rig is created you can just hide the bones, makes it a lot easier to see what you're animating. Most of the helpers are just shapes or editable splines that I created. You can use pretty much anything because the game compiler ignores everything but the bones. But yea you can use pretty much any object for a control object.
If you have any specific questions I'd be more than happy to answer them but I just don't have enough time to write up a tutorial.
Hey, how did you make those external wire spheres and cubes that more easily control the bipeds bones?
13salle 3 months ago
im looking for anyone you can create a custome ragdoll for me
pm me saying you will and ill give you the details
destry11226 3 months ago
is there a tutorial somewhere?
SWGmovies 4 months ago
awesome:)
mmnoorh 6 months ago
Pls check ur YouTube inbox
cra0kalo 7 months ago
Dude when are you going release this :( I really need a decent rig control over those Valve bones and CAT doesn't cut it
cra0kalo 7 months ago
Ok iv looked everywhere and now im stuck. Where are the damn .Smd file for Half Life 2?
CodyT95 7 months ago
I've got some animations made with the metrocop actually that I uploaded to youtube. They are more basic for now. Where do you work at anyway? Or is that confidential?
av3nger3 7 months ago
All I'm going to say is...weightmapping is a damn bitch.
av3nger3 7 months ago
@SideEffect Ahhhh okay, thank you very much, i appreciate the help
CodyT95 7 months ago
What type of animation files do half life AI use? like what file extension?
CodyT95 7 months ago
@CodyT95 .smd There 2 types of smds. reference mesh smd that contains the geometry and bones. And Skeletal smd which is just bones and frames of animation.
SideEffectt 7 months ago
Please, make a tutorial, how to make this kind of rigging! This looks very well done, and easy to use and animate.
RatmanXX 7 months ago
Face rigging is a bitch, I can't find anything about it at all, If you could help me out, It would be greatly appreciated! :)
LolFishFail 9 months ago
Where can we get this?
cra0kalo 11 months ago
Is this rig available anywhere as a .max file :)?
ProZak60 11 months ago
I changed to another video when the music began.
LasseLundster 11 months ago
Comment removed
drsardonic 1 year ago
Where did you get the mesh and what format was it in when you imported it into Max?
drsardonic 1 year ago
one of the best rigging i've ever seen
Spk202 1 year ago
TELL ME PLEASE!
Sorry, i mean it's important, i need to know if you can export an animation from a source engine game model?
I need to do this, i already extracted the model.
cepomwa 1 year ago
Dont know how to import into 3ds max css or half life 2 model can you please help
starscream2092 1 year ago
can someone recommend a good book or something on learning this kind of character rigging...
ozons 1 year ago
This has been flagged as spam show
2 minutes ago
i have a question?
cause i have a robot model and i was trying to animate it but when i movie like an arm the arm disconects from the body ):
is there a way to change that? so it stays in position but you could be able to move?
thanks everyone
effectsproduction 1 year ago
how you put hl2 models into 3dmax ? any other software needit ?
007foppe 1 year ago
@007foppe You need to get the SMD importer for your version of 3ds Max. If you're wanting to decompile MDL's, then you need MDLDecompiler.
Tempust85 1 year ago
Hi Im a beginner rigger, how do you make a helper for the neck to twist??? Even I tried the wire parameter it doesnt seem to twist the bone side ways.... help?
bprizze 1 year ago
well i need model maker that, animate models, like combines,
im working on hl2 maps alone, but it can be cool if anybody want add animations to my maps :)
platoon1993 1 year ago
does this mean i can put hl2 models in portal for working animations for a new chell model?
Advisorbuggy 1 year ago
can you make them move like run or shoot
bogdanpaper 1 year ago
Euhm one quesxtion...couldn't u just use a biped and place it inside the model wouldn't that be easier ?
BiGdaddyM100 1 year ago
@BiGdaddyM100 Yeah you can do that, but it won't be compatible with HL2's existing character animations.
Tempust85 1 year ago
@Tempust85 oh i see - -'
BiGdaddyM100 1 year ago
Is it Free, or do you have to pay for it?
Rotneybot 1 year ago
Now we need a video of how you made this.
av3nger3 1 year ago
Holy shit...
av3nger3 1 year ago
English: Really Cool!! I`m tried to do the 3d-model of headcrab, turned out very even! 3d Studio Max rulezz!)
Russian (Для наших, и для тех кто не ладит с английским): Реально круто!! Я пытался зделать 3D модель Хэдкраба и очень даже похож! Программка рулез!
mrBrOwNFirst 1 year ago
Nice rig! Would like to see it animated. Got any videos on that ?
Mixamo3DAnimation 1 year ago
did u make these models or did u acquire them? just wondering cause im trying to track some models down
TRUSTLBLACKMETAL 1 year ago
i really need help i cant rig a cod4 guy its so hard :(((( i need your help i know how to do the stuff but cant do it all i know how to do is biped then add it blahblah but when i rig it do envilopes its mostly not rigged and is twisted when i move :((( i wish i knew how to make a rig like your 1
drifta321 1 year ago
plz help me when i import the cod4 body model into 3ds max the color is white ?????
damba93 1 year ago
half life is legally protected and may not be copied or published in youtube. I say that the half-life creators,what they do ....i don´t know it
JonLajoieJunior 1 year ago
Nice tut man, but can you explain how you reposition a biped bone (bip_01) AFTER you've rigged the mesh to it (only moving the bone, not the mesh)? I cant find the answer ANYWHERE!
ncshuriken 1 year ago
when i import the body of a cod4 model its white like that, how do i put the color in plz help, PM me ????
damba93 1 year ago
do you know any tutorrials on how to do this
Alusaint 1 year ago
Holly 3D ..... it's realy nice
JesusMiddleEastGuy 1 year ago
Just Great!
lukassstyyy 1 year ago
Easy, Just decompile the MDL and import it into 3ds max!
dill121212343434 1 year ago
Is there a name for this type of rig? It seems like the rigs for character models in hl2 are completely different than the standard biped rig in 3dsMax. I guess what I'm wondering is what kind of rig one has to have for hl2.
Erilis666 1 year ago
@Erilis666 A biped is a rig. It doesn't matter what you use once everything is baked in a game. Most engines only see bones as just points (joints) linked together in a hierarchy with verts of the mesh bound to them. Your rig is just your puppet strings while animating so you can use other things like dynamic simulations or IK instead of having to FK animate each bone individually. Once the animation is baked all of that shit is gone and you're just left with the transofrm data for the joints.
SideEffectt 1 year ago 3
@SideEffectt thanks man! Good to know
Erilis666 1 year ago
@SideEffectt @drsardonic hey i have a similar rig but i have a problem with the fingers cuz i use attribute holders so i can keyframe them :( would u be able to help thank you
ma3x089 1 year ago
So how can put character animations in a real life film? Like putting an animated combine in a real life video?
Hotrodx199 1 year ago
That shows your skills, but it would be more efficient if you would give us a tutorial for this, will subscribe though
StasAnanas 1 year ago
how do you export 3d's max stuff to hl2?
rerundadog 1 year ago
@rerundadog you need a 3ds max smd export plugin and another plugin called texporter for the textures
cdseatpizza 1 year ago
thanks for that advice you gave me a while ago no im almost a super duper modeler
MrChronos1 1 year ago
SOOOO cool.
Consumerofknowledge 1 year ago
that was awesome.
mikizoi 1 year ago
Are you going to release this?
Mishappp 1 year ago
Can we dl it?
Hodmachna 2 years ago
i bet u stoled it lol jk
dranoel1963 2 years ago
Just wanted to compliment you on your rig, it looks excellent!
MisterRoyzo 2 years ago
Comment removed
Calasification 2 years ago
nope the SDK only comes with XSI content since that's what they mostly used at Valve.
SideEffectt 2 years ago
@Calasification Read description.
yzbi 2 years ago
*chuckle*
Lovely rigging mate.
Also, for the awesome ragefest happening in the comments, Resolution and poly count are very different things, I don't care what you guys are bitching about, truth is, a low poly character can be high res just like a high poly character can be low res.
Agiletheif 2 years ago
Pretty sure that the term "high res" doesn't even come into rigging. Resolution is the measure of how something looks after shading and rendering, aka DPI and such. the poly-count or rather the amount of polygons that make up a movable object whether it be animate or inanimate is for rigging and animating the rig.
So Agileteif is quite right...
Anakoros 2 years ago
woo! thats realy impresive
aemate 2 years ago
Any download links available?
ProZak60 2 years ago
Hey, can you take HL2 and CS:S model files and convert them into normal 3ds max files? Because I'm trying to take my friends models he ripped out of a game for Gmod and convert them into 3ds max files so I can make a animation war you could say. =D Please reply or send me a pm.
XxXFreedomvideos 2 years ago
How can I make the biped look close as possible to a real human?
asderso 2 years ago
1:30, how can i make that, than close fingers, please, or tell names to see a tutorial. i need it so much! please!
goranification 2 years ago
For the spinners learn how to use "parameter editor" and "Atrribute Holder modifier". Then I used Reaction Manager and tied it with those spinners.
Reaction manager is easier but I've found it to be really buggy so I don't use it anymore. I would recommend spending the extra time learning how to use "wire parameters" efficiently instead of using reaction manager.
SideEffectt 2 years ago
thanks!!!
goranification 2 years ago
man i cant believe im at this level of rigging it was somethign to shoot for
digimonworld123 2 years ago
A game character was something to shoot for in rigging? If you want to make complex rigs you'll have to go higher definition.
dustbagsrevenge 2 years ago
If you want to make complex rigs you'll have to go higher definition? lol
what does that even mean dude?
SideEffectt 2 years ago
"Dude"? I dont understand... hold on... eerm ok never mind.
dustbagsrevenge 2 years ago
You said "If you want to make complex rigs you'll have to go higher definition."
Why don't you explain yourself instead of just shitting on the guy?
"dude"
SideEffectt 2 years ago 12
Ha! Yeah.
dustbagsrevenge 2 years ago
@dustbagsrevenge
dude make more since that just sounds dumb HD? explain really good you just look like an idiot talking about high definition videos?
UnrealAnimation3D 2 years ago
Alright. If you can't let it be. Since when does the term "high definition" exclusively have to do with high definition video?
It applies to a dense 3D mesh as well, doesn't it.
Now that you've got a dense 3D mesh with lots of detail and DEFINITION, you want to rig it, and you're using a simple game character rig. It's going to make the model look like a puppet with all the detail statically moving with the LOW DEFINITION rig.
dustbagsrevenge 2 years ago
So you make a more complex rig that allows your animator to bring out the actual detail in the character. Things like extra joints in the hands, or individual toes, stuff that a game rig doesn't have.
A more complex rig would be increasingly hard to rig. So I told the guy, who found something to "aim" for in making game character rigs, that he could find more complex thing to do, so he could aim for those.
Walking around calling people idiots doesn't help by the way.
dustbagsrevenge 2 years ago
@dustbagsrevenge
well one the texturing is off duh its gonna look as you actually call it! low poly
but the normals lighting texturing is disabled plus that is almost and probably is the exact rig for half life difference was all the materials were active making it look high poly no one calls a model low definition high definition its high poly and lowpoly it would make better since and cost zero explination to say low poly or high poly
UnrealAnimation3D 2 years ago
Oh the texturing is off, really? Oh my god. Haha.
Yeah the rig is probably almost exactly like the one from Half-Life 2, does that make it less of a game rig? What are you saying there, I don't even get it. I said it's a game rig, what's your problem?
What does "it would make better since" mean? Do you mean sense? And it's called "explanation" by the way.
Also, try a google search on "high definition model". Yeah. You guessed it: This conversation is now over.
dustbagsrevenge 2 years ago
I agree with Dustbag here.
UnrealAnimation, you ought to learn how to construct sentences that make sense, because I find it extremely hard to follow what you are saying.
To summarize what Dustbag is saying here:
-A video game character (low res / low poly character) has a more simple rig. If you want to make more complex rigs then you had better rig high res / high poly characters in order to achieve that.
Idiot.
JonnySheckee 2 years ago
@JonnySheckee
dude shut up your not even in the conversation so you dont even make a difference
UnrealAnimation3D 2 years ago
@dustbagsrevenge
still i found nothing on high definiton models? so any other smart searches youd like to throw in that are irrelevant
UnrealAnimation3D 2 years ago
@dustbagsrevenge
people dont call it high res actually are you even a game modeler? or rig maker?
and by details you mean by fingers and feet bending those are details.
for further saying details are things you add to art not having to do with compromising a structure. changing the structure is just moving limbs
UnrealAnimation3D 2 years ago
I don't understand your argueing over what terminology someone decides to use. High poly / High res or Low poly / Low res - It's obvious what they mean, oh and please, don't tell me to shut up when you clearly do not have a clue what you're talking about.
Oh, and by the way, I've spoken to quite some professionals whom refer to high polygon meshes as 'high resolution models' so don't even continue with this, you're just making yourself out to sound like an illinformed idiot.
JonnySheckee 2 years ago
Which you clearly are.
JonnySheckee 2 years ago
@JonnySheckee
look junior well im 16 so i mean grandpa
he called the rig high resolution not the model so hes just as much of an idiot
UnrealAnimation3D 2 years ago
@dustbagsrevenge
You tak about game characters as ifg their riging is somehow inferior to everything else. Most riggers now adays work in the gaming industry. More work.
masterpiraka 1 year ago
hey i have a simple question for you im just starting out so ts not really a big deal but i was wondring hw you add those little extension things because on my models the gizmos are all inside and next to other ones so its hard to click and move what i want and those extension like things seems very usefull
eddiea6987 2 years ago
um okay i just read some comments there called "Control Objects" ill google it :)
eddiea6987 2 years ago
controll objets make it easy.
goranification 2 years ago
Hey caan you say me how the hell you did that no not the Halo War Soilder how did you make Model so big i have a Problem my models are so so so little like 1 CM.... how did you make that? i can,t iven,t see my cars and more.. iven,t when i Maximize or zoom!
xXxDeViLxXx4ever 2 years ago
your models are small when you import them into HL2?
SideEffectt 2 years ago
hi i have question. Beofre u paintweights, do u combine the entire mesh into one object and then paint weights? Or do ukeep pieces seperate? like legs arms etc
please let me know thx~
Kiyamlol 2 years ago
it depends on the engine you're working with and if things are going to be modular with attachments.
A character like this you'd probably want to keep one mesh.
But say you were making something like an RPG with different armor sets you'd probably want to keep seperate mesh pieces each with their own individual skin modifiers but using the same skeleton.
SideEffectt 2 years ago
hey man thx for the reply
oh another thing would u use just IKs for the legs and hands?
or is it rly necesary to have fkik setups? :)
Kiyamlol 2 years ago
its best to have FK/IK blends in your rig. If done correctly your animators won't try to kill you.
SideEffectt 2 years ago
Learn to type first !!! Then Say !
xXxDeViLxXx4ever 2 years ago
how did you set this up!?
EmperorZelos 2 years ago
excellent work. and Fatez Warning was a good call for a bgm hehe
ashwalk85 2 years ago
very nice job. like the hand
TheOrcganic 2 years ago
oh snap
xXPH4Z3Xx 2 years ago
amazing job mate :)
drumboarder1 2 years ago
hey, very good! :)
3DandSpecialEffects 2 years ago
awesome!!! 5/5
great game
oziris1244 2 years ago
do you put them in different frames like Toon Boom Studio animation.
thrak5 2 years ago
can u give this character file to me then reply if u r giving
Ivanmaria1 2 years ago
The control objects are the wireframe shapes he's using to manipulate the model - they make it easier to move the arms etc around without having to find the bones through the mesh
smckinty 2 years ago
where can i download this
fgfgd3 2 years ago
do you make this cp or you get it from hl2 files?
RysiekKrzysiek2021 2 years ago
I made the rig. The model is the original Valve model.
SideEffectt 2 years ago
There's any tutorial (and free) to learn how to create "Control Objects" in 3D MAX? I'm bad to Rigging with bones.
VillenaMX 2 years ago
What do you mean by control objects? in MAX you can use any object as a bone.
kaminarigaston 2 years ago
XD i know modeling but not vry good in rigging
Roxas99Yami 2 years ago 4
Oh my God! I want to learn how to do control objects en 3D MAX. T_T
VillenaMX 2 years ago 6
in the begining of the song i foth it is the ghost busters theme song
danielsofer 2 years ago
Hi, could you tell me how you rigged the model? Biped or bones? Ik solvers etc?
maccamk4 2 years ago
you can seethe finger are bones so all the rig sould be whit bone, and the way the arms move they are in IK (the best is to make a IK FK switch)
marcusqc 2 years ago
hey
maccamk4 the 1st char is surely rigged with biped i can say.
baban606 2 years ago
no this was not done with biped. Max bones. I like the control of using max bones over biped.
SideEffectt 2 years ago
can you help me out with one thing? i tried to reproduce that rotating box that will raise your foot(exept the toe) idk what to call it but when i link it to the part of the rig that moves the whole foot the foot torques in an odd way.
PyroGuideToHappiness 2 years ago
Maby you need a Dummy object ?
First link boone to dummy, next dummy to BOX!
Teoma4ka 2 years ago
Yeah, can you share with people ? )
Painkillazzz 2 years ago
hey could you send me a link to this so i dcan do some stuff with it?
camj420 2 years ago
Is this out of the model, rig, and animate book?
briana6416 2 years ago
I have a copy of that book, learned some good stuff from it
SideEffectt 2 years ago
my hip is deformed any ides why? im using xsi and valve bipe guide
faszika 2 years ago
what music is it?
quite good
mrvroobel 2 years ago
Simple Human by Fates Warning
SideEffectt 2 years ago
This comment has received too many negative votes show
Erm what's the point? So you rigged up a mesh, so what..
My cat can do that. What added value does this clip give to mankind..
oforfs 2 years ago
lol
SideEffectt 2 years ago
Anyone have the problem when they export a character their legs are bent by 90 degrees in a really strange way?
If you knwo the fix please tell me :D
quzzle 2 years ago
3D max rulles forever OMG i'm so glad i can work in it... I LOVE IT AND YOU SHOULD LOVE IT TOO PEOPLE :D
Tallos1 2 years ago
Hmm yeah.
But XSI is better.
jamesfish05 2 years ago 3
well i personally think that XSI is better for Half Life 2 or any games with supporting it because one thing is making 3D character for poses, wallpapers and amazing videos and second is making 3D character to games it's little different yeah :)
Tallos1 2 years ago 3
XSI Rulez :)
Teoma4ka 2 years ago
where do you buy or download this?
zapper9595 2 years ago
If you have Orange Box or HL2, Valve gives free Source SDK and tools for download.
gunduzhan 2 years ago
if anyone needs tutorials for 3d studio max its all in the document section -.- stop being lazy and read them. It explains everything you need to know.
BioWarzProductions 2 years ago
Would you mind sharing with a soul in need? I freaking hate XSI as it just doesn't work the way 3ds does.
adood101 2 years ago
Where do you get that 3d studio thing?
ROBLOXisthebestparas 2 years ago
the same question Haow do I add controllers to the bidep?
JAIMUCHAS 2 years ago
How do i add controllers to the Biped ?
zeejenkins 2 years ago
not sure if its possible with biped. I just use Max bones, I find them easier to deal with
SideEffectt 2 years ago
I also use max bones and i know how to use the controls with that but i was sure you could do it with biped also :(
zeejenkins 2 years ago
I feel the same way, I feel you can have more control over them rather than presets with biped.
silverbreath1 2 years ago
crap i was looking for a tutorial
Protech14 2 years ago 2
metro police
frogsby1 2 years ago 3
I want I want I need :(
th3planetsghost 2 years ago
what an awesome rig. lotta work in that
getonitman20 2 years ago
Can you pose guys like that in Source SDK?
Headcrabman99 2 years ago
did you use a biped or did you make the skeleton?
evermanito 3 years ago 3
This has been flagged as spam show
bull shit you didn't make this you got it free off of the xsi mod tool files!!
loriobrothers 3 years ago
?
The rig in the video is 3D Studio Max. It was modeled after XSI's autorig.
SideEffectt 3 years ago
very informative. thankyou for posting:)
deemuun 3 years ago
cant you make a tutorial on this :) it would be so awsome.
Darisha123 3 years ago
that makes animating much easier thanks i am goona try this
digimonworld123 3 years ago
lol hand looks awesome with claws
rich98521 3 years ago
Hey^^I'm a guy form the 405th propbuilding site. And I was wondering if you could send me this mesh. I'm planning to unfold it with a program called pepakura so you can make it in real life.
runedawn 3 years ago
civil protection ftw
BeachpartyClan 3 years ago
Great :) 5/5
WolverineTole 3 years ago
are there any documents online that show you how to make this rig!
darkeningmanga 3 years ago
in 3ds max!!!
darkeningmanga 3 years ago
Awesome video and amazing rigging!
Would it be too much for asking to make a tutorial how you make this? Either by showing main examples, which clears us the procedures but not the whole model? :)
LatkaXtreme 3 years ago
how do u access these models, or did u create it???
markfelix1000 3 years ago
the combine soldier mesh was created by valve. I created the rig.
SideEffectt 3 years ago
Thanks to this awesome video, not only did I find a good song but I learned a few things and what to research. I understand what the helpers are and how to parent the bones with them. Though your rigging is impressive looking. Screw biped bones compared to what you do. So it's possible to hide the bones and move them at the same time? Some of your helpers I was wondering, where those come from? I saw a box looking one but what is the name of the ones you are using?
newatthis12 3 years ago
Yea once a rig is created you can just hide the bones, makes it a lot easier to see what you're animating. Most of the helpers are just shapes or editable splines that I created. You can use pretty much anything because the game compiler ignores everything but the bones. But yea you can use pretty much any object for a control object.
If you have any specific questions I'd be more than happy to answer them but I just don't have enough time to write up a tutorial.
SideEffectt 3 years ago