Most of the time, Mod creators will want to start their work with an existing skeleton that has a working animation set, and start their modeling and gameplay prototyping from there. This approach has lots of benefits, and some constraints. Firstly, using an existing skeleton with animation lets you see your model in game faster, which then lets you refine and modify your design in the proper context. Using an existing skeleton also lets you preview your enveloping. But the biggest time saver is having a basic set of animation to start with, so that you can begin to prototype gameplay. Once you have a character up an running in the engine, you can then modify, expand upon, or completely replace any or all of the animations as needed.
Custom vs CannedMaking Your Own
Some designs will demand a custom skeleton here are some guidelines for creating a custom rig. (XSI is mentioned, but these guidelines are applicable to just about any 3D package)
When building/rigging a character for the game it helps to make a distinction in XSI between the Skeleton and the Rig. The Skeleton is a hierarchy of deformers, as simple as possible and with one parent bone (usually the hips) that we use to deform the mesh. This is what gets exported and is the skeleton we see in game. The Rig is a separate hierarchy of controls that we use to animate the Skeleton (as needed) -- often the skeleton is constrained or somehow attached to the rig; but is not in the same hierarchy. One benefit of keeping this distinction is that you will always have a valid Skeleton hierarchy that'll get into the game, plus you are able to change the Rig hierarchy per scene if you wanted, to give you specific controls for specific animations without changing the Skeleton at all.
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Rigging ConsiderationsGmod Player Models List
When setting up your skeleton, it needs to be robust and easy to animate. The following considerations can hopefully save you some time and trouble on your production.
When creating your Skeleton, just about any object can be used as a deformer. You don’t have to use only “Bone�? objects. However, your Skeleton should be only one hierarchy. (all deformers are eventual children of the Hips, for example)
It pays to be organized from the start. This is especially true of your Skeleton bone names – All bone names must be consistent throughout all of your scenes, or else animation on misnamed bones wont be applied when the model is compiled. (all bone names must match the Reference scene/smd)
Testing Your Rig
You’ll need to thoroughly test your skeleton before you start doing animations. Once you’ve created your Reference scene and are happy with the Skeleton and Rig you want to compile the model and view it in HLMV to confirm that it’s working as needed, and is efficient. It also helps to export a quick test animation to verify that the character deforms correctly in HLMV.
When viewing your character in HLMV you want to take note of the following:
Introduction
ValveBiped is the name of the standard human rig that was developed in XSI for animating human/biped characters in Half Life 2.
It consists of a skeleton hierarchy and a control rig. The skeleton hierarchy is used to deform the character’s mesh, and is what gets exported into the game. The control rig is used solely to animate the skeleton hierarchy in XSI, and does not get exported into the game. The skeleton hierarchy and control rig are two separate hierarchies, but the control rig controls the skeleton hierarchy by the use of constraints.
The ValveBiped skeleton hierarchy is very similar to that of Character Studio’s Biped, as the ValveBiped was developed initially as a way to port existing animations from 3DSMax into XSI.
A ValveBiped can be created very quickly in XSI, and can be created to any proportions.
Creating a ValveBiped using the XSI Mod Tool
Dominic Laflamme of Softimage wrote a great tutorial Rigging your Custom Character. Additional information on skeletons and rigging can be found in the Rigging A Character - From Scratch section of that tutorial.
Retrieved from 'https://developer.valvesoftware.com/w/index.php?title=Skeletons_and_Rigging&oldid=145977'
Roblox is a free online construction program that lets users create interactive places and games for players to enjoy. The user interface offers many pre-built models and building units, but players can also build with the thousands of custom made models other players have uploaded for the Roblox community. A morph is a kind of model that players turn into when they touch it. Although a morph requires scripting, there are many free morphs available that you can customize. For this reason making a morph is a simple task for beginners and experts of Roblox alike.
Open the Roblox studio. Starcraft 2 terran campaign upgrades.
Click on the tools icon to open the tools panel.
Select the categories pull-down menu. Select the Free Models category.
Search in the Free Models category for 'morphs.' Choose any of the morphs that appear in the search. Click on the thumbnail of the morph for it to appear in the world viewer.
Test that the morph you chose works by clicking on the Test tab in the menu bar and Solo Test. Your character should appear. Walk your character into the morph. Your character should turn into the morph. If it doesn't, choose another morph from the thumbnails in the tools panel.
Edit the morph in the world viewer. Click on each part of the morph, such as the head, torso, arms, legs, or another part to resize them, change their color, or delete them.
Edit the morph through the properties panel. Click on the morph to open the properties panel. Change any property you like, including the name, location, max health and walk speed of the morph.
Edit the morph through the explorer panel. Click the View tab and choose Explorer to open the explorer panel. Double-click the Workspace folder. Double-click the morph in the explorer panel. Change any object linked to the morph, including its Head, Torso, Legs, Arms, Script and GUI.
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Tips
Use morphs to give players health bonuses or camouflage.
Place morphs at the end of hard levels or on a lone platform that the player has to figure out how to reach.
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