User talk:Andrige

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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.

As with any tutorial, it's recommended that you start from the top and work your way down.


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 (7/29/2012)).

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

Setting the stage

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".

2.) Select the wolf's mesh and delete it. You won't be needing it. Save your file as a new project with "File -> Save As..." 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 using "File -> Import -> Wavefront (.obj)".

Blender know-how's

The biggest hurdle for you to overcome really when it comes to following this tutorial, is that now you have to interact with the program. Below is a cheat-sheet for the different commands you'll need to know, as well as how to manipulate the user-interface. Blender is really weird since it's super customizable, but if no one tells you how it works, it's pretty damn impossible to find out on your own for the most part.

First up, you need to know how to modify the user-interface so it's set up the way we want it.

1.) When you start Blender, you'll see all sorts of windows. The content inside of those windows can be switched by finding the icon which is located either in the upper or lower left of said window. In here, you'll see things like "Outliner" and "DopeSheet". 2.) And in the utmost upper right and utmost lower left of each window, there's three gray stripes tucked away in the corner. Mouse over those stripes until your pointer becomes a crosshair. That's when you know you're now ready to click and hold the stripes, then drag away with your mouse. You can either drag it into the same window it belongs to to split that window and giving you another window. Or you can drag it in the opposite direction over to an adjacent window, and a big translucent arrow appears. When you release, you've then removed the adjacent window.


"Transform" - The act of "transforming" (modifying) an objects coordinates, rotation or scale.


MMB - Rolls the view, it works like a 3D-ball, it's a bit funky but you'll learn to love it

SHIFT+MMB - Pans the view

G - Move Tool

S - Scale Tool

R - Rotate Tool

    X - Lock transformation to follow X-axis only

    Y - Lock transformation to follow Y-axis only

    Z - Lock transformation to follow Z-axis only

Select MESH + RIG -> CTRL+P - Creates a pop-up menu that allows you to bind the mesh to the rig

NUMPAD - Allows you to control the camera

    NUM1 - Front view

    NUM3 - Side view

    NUM5 - Isometric/Perspective view toggle (important!!!)

    NUM7 - Top view

Select MESH + CTRL+TAB - Switch between "Object Mode" and "Weight Paint" mode (this key gets all contextual depending if you have the rig or mesh selected however, beware)

Aligning the character rig


select the joints to weight by having the "Properties" window open, Mesh selected, then click the triangle-shaped button, then under THAT tab you'll find "Vertex Groups" which lists all the joints