Character with Rig and Animations and a crappy tutorial about transfering weights to a MakeHuman mesh

Graphical resources like models and images.
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Jason Campbell
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by Jason Campbell » Wed May 08, 2019 2:27 pm
This is a rig that is compatible with Gideon that can be used if you pose the model so the arms look like their holding a gun. I found some ancient animations in an old folder that were compatible with Gideon and make it much easier to just drop the character into Torque without posing. They are pretty simplistic animations but could be helpful with AI or NPCs that don't require huge detailed movements.

If you happened to end up using this in a project or find it useful, the guy who made them has one model on TurboSquid that is from the same set.
https://www.turbosquid.com/3d-models/3d ... ier/292991

Crappy Video



What I tried to do was make an easy way to take a MakeHuman and transfer the weights from the included model to a new one. I am certainly no expert with Blender and most of the times it is luck if I get something to work.

You will need MakeHuman and Blender(with mhx2 plugin)

http://www.makehumancommunity.org/conte ... loads.html

Download the .blend file and torqueGameChar folder in this torqueChar.zip
Download: https://drive.google.com/open?id=1Gf2tm ... 3KSj_hze1J

1) Use MakeHuman to create your character. In the Pose/Animate Tab chose Tpose from the Pose Menu to the right.

Export as mhx2. I used Feet on Ground and meter as export settings.

2. Import the .mhx2 file into Blender. There are multiple meshes for hair, clothes, eyebrows etc.. We want to join them


Image

------ Once joined, export it as an .obj file for now. I find it easier to work with.

------ Open the included .blend file

------ Import the .obj file you just exported, rotate the model 180 degrees and scale to try to fit the model to the .blend model. Take your time and try to match the rig.

Image

3. Getting model ready before we transfer weights.

---- Clean up the awful names of the textures and remove any duplicate textures, if there are any

----- Now is a good time to remove some polygons by using the decimate modifier and create some LODs.

----- Hide the torque rig (so we don't get confused) by clicking the eyeball to the right of it.

----- Rename the new character to have 300 at the end.

----- Select the model and then click the wrench as seen in the screenshot. Hit Add Modifier and chose Decimate.

Image

----- Lower the ratio in the decimate window. For this tutorial I chose .3 ratio and got around 10000 faces. This will be the high detail model.

----- Click apply. Copy the model and paste it right back. Name the copy with 100 at the end. Example: tutChar100.

----- Add a decimate modifier to this model, that we will make very low poly. I went down to 0.1776 and got 2000 faces. Click apply.(See image below)

Image

4) Transferring weights

----- Make torqueBiped01 the parent of both details we just made by dragging them onto it in the inspector. Choose With Empty Groups from the choices.

Image

----- In the inspector Select torqueGameChar mesh(the weighted source), then use SHIFT-Left Click to select the mesh we want to copy the weights to.

Image

----- With those two meshes still selected, go to Weight Paint. (See image below)

Image

---- Click Transfer Weights to the Left. In the Transfer Mesh Window below make sure that Source is By Name and Destination is All Layers.(See image below) the Weights will Transfer once these are changed.

Image

---- Repeat this process for the higher detail mesh, (if you decided to create LOD) Use the original TorqueGameChar weights, don't copy the copy.

---- Make sure that the weights are there by clicking any of the bones in the inspector and going to Pose mode and see the mesh bend with the bones.

---- Once your sure that the weights are successfully transfered, you can delete torqueGameChar mesh.

---- Clean up any Lamps or Camera and go ahead and Export as .DAE and that should do it.

---- Once you get the Model in Torque you will need to rotate and move Mount0 in the Shape Editor so that the Character is holding guns correctly.

---- In the shape editor, go to Mounting in the Advanced Properties. Choose Node - Mount0, the Shape should be a third person weapon, Type should be Image.

---- Click the icon that looks like a sheet of paper to add the weapon to the model(see below)

Image

---- Select the Mount0 node and rotate and move it until gun looks like it is in the models hand. You may need to load a sequence to check it.

---- Sequences are in .dsq so when loading them you will need to select that from the drop down in the lower right corner of Open File dialog.

---- You will have to go into the Material Editor and turn off Transparency on some of the textures, the skin and clothes. Some textures require transperancy.

---- Set up the details in the Shape Editor for LOD

Image

---- I'm sure that there will be other problems. Making this tutorial was very confusing for me.
XIXWYRMEXIX
Posts: 55
Joined: Sat Mar 07, 2015 3:13 pm
by XIXWYRMEXIX » Sat May 25, 2019 3:49 pm
Hey Jason thanks for this, been looking for something like this for a bit now. I have not done the tutorial yet but I will soon and give feedback. I am also not great at the modeling stuff, so even if there are "better" ways of doing this I haven't seen any tutorials on it and if it works then it is better than I had/have now. So thanks a bunch!
Duion
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Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Sun May 26, 2019 7:00 pm
This looks pretty amateurish, but it reminds me that I wanted to release the source files for my fully game ready model I use in Uebergame.
Well at least you tried, I was too lazy so far to clean up my source files for release and/or writing a tutorial.
Making a fully gameready player character is probably the hardest task in game development, so we could really need a tutorial for it, since there is none so far.
Jason Campbell
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Joined: Fri Feb 13, 2015 2:51 am
 
by Jason Campbell » Mon May 27, 2019 8:16 pm
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XIXWYRMEXIX

Hope you find it useful and it is really just meant for beginners.

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Duion

Well it's makehuman with Gideon's animation. The NPC animations may prove useful for many people.
marauder2k9
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Joined: Wed Feb 18, 2015 7:36 am
by marauder2k9 » Tue May 28, 2019 1:55 am
this a brilliant resource and a good technique for sharing animations across different models. top quality
XIXWYRMEXIX
Posts: 55
Joined: Sat Mar 07, 2015 3:13 pm
by XIXWYRMEXIX » Tue May 28, 2019 5:09 pm
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Jason Campbell
I will definitely find it useful. As I said before I have looked for a tutorial on this exact thing and could not find a single thing about it. I own the mega motion pack and wanted to use them on a makehuman generated set of models. This allows me to do so, or at least allows me to begin doing so. Since there are no tutorials or really much info at all on this, this makes me happy. I AM a beginner when it comes to models and animations, I can make AI, script, even dangerously program but have never spent a lot of time on the modeling aspect. Beginning to learn about it now.

Your tutorial for doing this is 100% better than the no tutorial we had before.

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Duion
Do you ever have anything positive or nice to say at all? You literally took the time and energy to comment with nothing positive or helpful at all. You in fact post negative, taking the time out to say how his tutorial is "amateurish", which he ALREADY said in his original post, while at the same time implying you have something so much better but are just too lazy to say or do anything about it. Your post is negative, with nothing constructive or good about it. It is a waste of a post, a waste of energy, and shows how you are and how you come across. Instead of saying how amateurish it is, you could have given actual positive pointers on how it could be improved, what not to do, what to do instead. You could have been a positive influence in this community helping people do better, but instead you continually act arrogant, abrasive and negative. Why did you even bother posting at all? More self aggrandizement?
Duion
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by Duion » Tue May 28, 2019 5:42 pm
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XIXWYRMEXIX


The tutorial about how to transfer weights and animations may indeed be helpful, but the rest is very suboptimal.

I indeed have something so much better, I once made a full character from modeling, texturing, rigging, animating and integrating it in the game and making it work flawlessly in a released game.

But I'm not decided yet how to handle player characters, there might be a way to handle everything easier.

Telling everyone on everything how great it is, does not help anyone, only actual criticism will help people improve and real men can deal with that.

The reason I posted was, that I remember that I still have a fully made character laying around that I did not pack for release yet, it is on my long to do list still and I regret not releasing it before so it can help people getting characters right.
marauder2k9
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Joined: Wed Feb 18, 2015 7:36 am
by marauder2k9 » Tue May 28, 2019 6:30 pm
@ Duion Do you ever have anything positive or nice to say at all? You literally took the time and energy to comment with nothing positive or helpful at all. You in fact post negative, taking the time out to say how his tutorial is "amateurish", which he ALREADY said in his original post, while at the same time implying you have something so much better but are just too lazy to say or do anything about it. Your post is negative, with nothing constructive or good about it. It is a waste of a post, a waste of energy, and shows how you are and how you come across. Instead of saying how amateurish it is, you could have given actual positive pointers on how it could be improved, what not to do, what to do instead. You could have been a positive influence in this community helping people do better, but instead you continually act arrogant, abrasive and negative. Why did you even bother posting at all? More self aggrandizement?
I wouldn't take the duion to heart or to mean anything. I mean i would say a great example of "amateurish" would be duions game Uebergame. I mean he releases a few levels in torque as a "multiplayer open source fps game" all it is is torque as stock with the editors still intact so you can "add your own content"
Jason Campbell
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by Jason Campbell » Wed May 29, 2019 4:44 pm
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XIXWYRMEXIX


Nice, this should work with mega motion and that's a great pack. If you have trouble, I can help you to refine the skeleton to fit more with Torque Orc, as I believe that Gideon is a bit smaller. It is a crappy toturial but since I'm here quite a lot I can add to anything you have trouble with.
Duion
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by Duion » Wed May 29, 2019 8:50 pm
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Jason Campbell

You should get rid of all the individual textures, simplest method would be to bake them onto one UV map. Btw the textures are all doubled, one normal and one that is the same named _LOD at the end, it is completely pointless to have those. If you get that right as well the character is close to being gameready, so it is not that bad, my initial response was just, that this all looks very amateurish at first for an experienced artist. You use like 10-40 times more texture space than you would need to and you don't even have other layers than diffuse yet.
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