Game Development Community

Character Joints and Workflow

by Joseph Patrick · in Artist Corner · 10/14/2008 (7:22 pm) · 3 replies

Hi,

I've searched the forum and couldn't find anything that helped me with this question.

I need help in if there is any easier or faster way to rig a model to the joints in milkshape 3d than editing the model mesh to the positions of the joints themselves, it also keeps coming up looking wrong in some way like when trying to move the arms or the legs when running look like the character has a dislocated joint.
1. In Milkshape 3d
1. In Torque
Might not be noticeable in the screenshot but the head looks dislocated from other angels.

I also have tried moving joints to the relative parts of the model, but that resulted in the character having her legs above her body (both legs and body pointing upward) and then when running would be pointing forward and just look totally screwed up.
2. In Milkshape 3d
2. In Torque
2. In Torque again


Any help would be greatly appreciated because this is just depressing and consuming time which could be put to better use.

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#1
10/15/2008 (5:20 am)
Editing Joint transforms in ms3d is very tricky as they reset to zero when they're moved, thus destroying any animations contained; as you've experienced.. The 'easiest' way is to indeed move the vertices to enclose the skeleton for your rigging.

Milkshape3D is a very useful lowend program; however, this transform resetting is the hardest part to workaround. There are ways to do this manually, Here are the steps.....careful with that axe, Eugene!

If you really want to mod skeletons and animations, you will need to move beyond Ms3d and find other tools that allow for this, if you really want to save some time....

I've added additional nodes to the existing KORK SDK rig, and the shape loaded the Max DSQ files from the SDK...so, I've experienced quite a lot of the TGE pipeline and what is/isn't possible at this end of the pipeline...you are entering a slippery area.
#2
10/16/2008 (9:16 am)
Thanks for the information, was hoping for that there was some kind of magical fast and easy way in MS3d that I couldn't see.. seems not then.
#3
10/16/2008 (11:16 am)
This program will do what you ask, and has a firm handshake with Milkshape3d format...Enjoy, ;).

In my opinion, and what do I know..., this program is the most powerful, low cost, entry level program there is around, period.

The amount of things it does, and is potentially capable of, is amazing....read up on it. It's a bit more 'programmer' friendly and thus, the UI might seem a bit klunky; you should be able to quickly move past the learning curve. About the only thing this program does 'differently' is how faces/vertices interact, as you can delete groups, and still have faces render, and snapping and welding vertices, does NOT remove the face/primitive....few differences, not many and the leverage you get with the program is great.