Difference between revisions of "User talk:Andrige"

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Now with the prerequisites out of the way, here's what you'll do to apply your fancy new model to the Overgrowth character rig:
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1.) Open up Blender 2.55 and Load the appropriate rig provided to you in the Overgrowth folder, in our case it's "Overgrowth\Data\Blend files\wolfrig2.blend".
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1.) Select the wolf's mesh and delete it. You won't be needing it. Save your files as a new project so you don't accidentally mess up the wolfrig2.blend file. Be sure to often save incrementally in case you mess up!
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    2.1.) It is recommended to open up another instance of Blender 2.55 and load up the wolfrig2.blend file so you can look at how the Wolfire team have aligned the mesh to the skeleton.
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    It is key that you try to stay as true to their version as possible to make it look good.
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4.) Import your model into Blender.
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5.)

Revision as of 18:31, 2 August 2012

WORK IN PROGRESS PAGE!


Introduction

This is a tutorial about how to modify the current character rig in Overgrowth to fit to a custom character. I will use my bear clan character (preorder forum access required) project to base this tutorial on. It features a very tall, big and proportionally odd character compared to the ones already existing in the game, and with any luck we'll be able to teach you how to make such a character work.

This tutorial uses the "wolfrig2.blender" file provided from alpha build 188 to create the bear's skeleton. If you want to create a character with more human proportions, you'll want to use the file "rabbit_rig.blend" instead. But the same stages should apply to both.



Resources

Before we start, there are a few things you need before you continue.


1.) A copy of Overgrowth (this tutorial assumes you've updated the game to at least alpha build 188).

2.) The Blender project files found at "Overgrowth\Data\Blend files\wolfrig2.blend" (OR "rabbit_rig.blend") which is provided to you in your copy of the game.

3.) Download and install Blender 2.55 Beta, 32-bit version. Do NOT use any other version, or the plugins won't work. You can however install many versions of Blender on the same computer if you want to use the latest version for making the model or similar.

4.) Get the Phoenix-bone and animation plugin provided to you in your copy of the game and put it in your Blender 2.55 Beta installation:

    4.1.) Copy the folders "io_phxbn" and "io_anm" found in "Overgrowth\Data\BlenderScript\addons\".

    4.2.) Paste the folders into your Blender 2.55 Beta install at "C:\Program Files (x86)\Blender Foundation\blender-2.55-beta-windows32\2.55\scripts\addons"

5.) Google awareness. Blender is not a particularly easy-to-understand program at a first glance, so if you encounter any difficulties (and you probably will), you'll find plenty of help on the internet.

6.) A finished, functional 3D model. This tutorial won't cover how you do this, but here's a list of things I assume you have done to the model:

    6.1.) It is scaled correctly to the other characters

    6.2.) Model is facing Z-

    6.3.) Is completely clean of broken faces and have had its history removed to avoid errors before exporting

    6.4.) Both arms are completely straight and at a slight angle downward, legs not spread apart (knees can still be bent)

    6.5.) Exported as an .obj-file

    6.6.) And of course preferably it's actually textured with diffuse and normal map, ready to go


Now with the prerequisites out of the way, here's what you'll do to apply your fancy new model to the Overgrowth character rig:

1.) Open up Blender 2.55 and Load the appropriate rig provided to you in the Overgrowth folder, in our case it's "Overgrowth\Data\Blend files\wolfrig2.blend". 1.) Select the wolf's mesh and delete it. You won't be needing it. Save your files as a new project so you don't accidentally mess up the wolfrig2.blend file. Be sure to often save incrementally in case you mess up!     2.1.) It is recommended to open up another instance of Blender 2.55 and load up the wolfrig2.blend file so you can look at how the Wolfire team have aligned the mesh to the skeleton.     It is key that you try to stay as true to their version as possible to make it look good. 4.) Import your model into Blender. 5.)