Slenderman Monster - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html) +---- Thread: Slenderman Monster (/thread-17178.html) |
RE: Slenderman Monster - xxxxxxxxxxxxxxxx - 08-22-2012 Oh, I'm sorry, I got it wrong too then :/ I assumed you knew the mesh had no joints, so I interpreted your post accordingly... it was not my intention to further add to the confusion. Guess that'll teach me to keep my mouth shut if I'm not sure, eh? RE: Slenderman Monster - candlejack131 - 08-23-2012 (08-22-2012, 05:04 PM)Statyk Wrote: Okay... I'm going to make a simple list I need you to follow.Well i just downloaded Autodesk maya for the 30 day free trial which should be enough time for me to complete this. However instead of taking the easy way out how would i create a full skeleton for the model and create the appropriate animations for it. for example the flinch animation attack launch attack door break run walk notice and then idle of course. how would i create these and make them work correctly with the model as a normal monsters would Now after i tried to download the OpenCollada plugin it tells me i require maya 2008,2009,2010,2011 It says I'm using version 2013 but i already verified my free trial how can i change it to an older version? RE: Slenderman Monster - Statyk - 08-23-2012 You can register as a student for a free license. you can have Maya as long as necessary, the only drawback is that it is illegal to sell the models you make. This is fine when it comes to modding. So register as a student and when you go to download, there will be a droparrow of what version you would like to download. Download 2011 and pick either 32/64 bit, depending on your system specs. As for rigging, there is a lot of experience to come to doing so that I cannot say here or I would take up too much space and time. You can find some good rigging tutorials on youtube. (That's where I learned the rigging process, mixed with experimenting with functions) RE: Slenderman Monster - xxxxxxxxxxxxxxxx - 08-24-2012 Quote: However instead of takingOh that's easy, really. You just do exactly what Statyk wrote in his nice little tutorial, but instead of creating only one joint, repeat Step 2 about 20-40 times until you have all the joints you need. Make sure they're in a proper hierarchy, the pelvis should be the parent of the spine, the spine the parent of the neck and so on.... (To parent an object under another one, select the "child" first, then SHIFT-select the parent and hit P. Alternatively you can drag the child with MMB onto the parent in the Outliner where all scene Objects are listed.) You only need to create one arm and one leg, because you can mirror your limbs by clicking on Skeleton>Mirror joint with the shoulder joint or hip joint selected. Make sure you click on the small square to the right of the function, it will open a useful options window so you can check if you're mirroring in the right direction. Then after you've smooth binded your mesh the way statyk explained, you select all joints and hit S on different frames in the timeline (for example frame 1, 5, 10, 15 and 20). Now you can go to each of the keyframes you just created and change the pose of the character so that an animation is formed. That's the basics of it, pretty much. But you probably won't be able to reach much quality in your animations using such a basic setup, so I strongly suggest you go get yourself a ton of internet tutorials and start reading up on some of the following topics (In this order more or less, going from easy to more complex): Skinning and Weight painting, Joint Orientation, FK and IK systems and when to use what, The Graph Editor, Constraints and Basic Control Rigs, proper use of Null Groups, Driven Keys, Custom Attributes and complex control setups with Hypershade Editor via Utility Nodes. The last three are only necessary if you're really interested in all that rigging-animation-stuff and aim to do more complex stuff than a simple humanoid figure in the future, but I included them for the sake of completeness. Keep in mind, this is still only a small fraction of what there is to learn about animating in Maya, there's a lot of stuff I don't know anything about (especially all that film stuff, simulations and whatnot). But it should be enough to make solid rigs and animations for games. RE: Slenderman Monster - candlejack131 - 08-24-2012 The model viewer crashes when i load the model after following statyks tutorial however i think it may be important but not sure when i export it i get a warning message saying (Warning: Null not supported by COLLADA Node Tour_chemise will lose its geometric information the node transforms will be save) does this have anything to do with why it crashes? RE: Slenderman Monster - xxxxxxxxxxxxxxxx - 08-24-2012 Null objects are probably group nodes in Maya. Open your outliner (window>outliner). You should see a hierarchy of your objects in the scene. Your mesh should not be parented under anything else, if it is parented under a thing with the symbol of a red arrow on top of a white rectangle (sorry can't make screenshots right now), select the mesh and hit SHIFT + P to unparent it. Delete the now empty group. Actually there should not be anything in your scene, except for your mesh, the single joint, the four viewport cameras and two default sets that are always there (default light set and default object set. I don't know if they can even be deleted...) Another thing you can try is delete Mayas history. This will clean up the scene and often helps with all kinds of problems. Go to Edit > Delete All by Type > Non-Deformer History to do that. (Make sure you chose non-deformer, otherwise your skinning will be deleted as well!) Finally, a thing I found simply by copypastaing your sentence into google (minus the name of the object of course), it seems like the collada exporter has a problem with meshes that are too small. In this case, scaling up the mesh can help with the problem you're having. I don't know however if there's a way to scale it back down in the model editor. Edit: Oh god I almost forgot - of course you need to scale the mesh before you bind it to the joint or detach it first! otherwise the scene will probably explode or something RE: Slenderman Monster - candlejack131 - 08-24-2012 (08-24-2012, 11:42 AM)Hirnwirbel Wrote: Null objects are probably group nodes in Maya. Open your outliner (window>outliner). You should see a hierarchy of your objects in the scene. Your mesh should not be parented under anything else, if it is parented under a thing with the symbol of a red arrow on top of a white rectangle (sorry can't make screenshots right now), select the mesh and hit SHIFT + P to unparent it. Delete the now empty group. Actually there should not be anything in your scene, except for your mesh, the single joint, the four viewport cameras and two default sets that are always there (default light set and default object set. I don't know if they can even be deleted...)when i go to my mesh in windows>outliner my image for the mesh is just a white rectangle no red arrow and when i shift p it i get a warning in the bottom right hand corner saying warning veste is already the parent of the child i actually think that i messed up when i had to go to keyframe 1 for i had a number ranging from 1 to 24 under my model viewer and next to that is 1 to 48 however that is a text entry not a button so were do i go to correctly do this RE: Slenderman Monster - xxxxxxxxxxxxxxxx - 08-25-2012 Quote: when i go to my mesh in windows>outliner my image for the mesh is just a white rectangle no red arrow and when i shift p it i get a warning in the bottom right hand corner saying warning veste is alreadyYou sure the warning doesn't read "veste is already a child of the parent world" or something similar? because that's the only warning that would make sense, it tells you that there's nothing you can unparent the object from. Which would be the case if it wasn't in a group. Which is how it should be, so everything is perfectly fine. (I told you, you only need to hit shift+p if it is parented under the symbol I described... ) Quote: i actually think that i messed up when i had to go to keyframe 1 for i had a number ranging from 1 to 24 under my model viewer and next to thatis 1 to 48 however that is a text entry not a button so were do i go toThe inner numbers (1-24) tell you the lenghth of the timeline you're working with. The outer numbers (1-48) tell you the whole length of the animation. They are text entries because you can type numbers in there to change the length of the animation. To go to keyframe 1 click on the timeline itself, not the text entry thingies. Then you can hit S to set a keyframe for the object you have selected. This should cause a red marking to appear on the timeline. RE: Slenderman Monster - candlejack131 - 08-27-2012 I really have no idea what im doing wrong i followed his tutorial exactly and it still crashes when i load the model RE: Slenderman Monster - xxxxxxxxxxxxxxxx - 08-27-2012 Last thing I can think of is that you have too many joint influences per vertex. Shouldn't be a problem if you only have one joint but who knows. When smooth binding click on the options box to the right of the name and make sure max. influences is set to 1. If that doesn't fix it I'm afraid I can't help you any further. Either your file is broken or the export plugin or your model viewer. Only thing you can do is search for the problem systematically, for example by opening a new maya file, skinning a simple cube to a joint and trying to import that. If it works the problem lies in your file, if it doesn't it's either the plugin or the model viewer... |