Torchmodders

Modding => Modding Questions => Topic started by: Haxley on March 24, 2015, 06:31:28 pm


Title: custom armor and rigging
Post by: Haxley on March 24, 2015, 06:31:28 pm
Hello again forum!



i would like to work with someone who knows about rigging armor so i can start working on my custom pieces.

i dont know how to do it, and would like to learn using one of the sets ill be adding.

im a very fast learner i just havent been able to find the material to learn it


if you feel like helping or have tips to give, please do!

thanks everyone~

-Haxley
Title: Re: custom armor and rigging
Post by: Haxley on March 24, 2015, 06:54:47 pm
i -have- read Kva3's guide but I'm still having trouble with legs and chest and stuff, so I just want someone to talk with about who can straighten out the edges, so to speak.
Title: Re: custom armor and rigging
Post by: Kva3imoda on March 24, 2015, 09:46:36 pm
I'm still having trouble with legs and chest and stuff
You need more practice. Learn how original models have been made. My guide gives a basic knowledge of how it works.

It's just boring and laborious exercise.
Select a bone - paint a vertex weight, choose a second bone - paint a vertex weight, select a third bone - paint a vertex weight, and so on, and so on. Then export and test your model. Then fix it - again bones, again painting.

If you have concrete questions, I can try to answer.  :)
Title: Re: custom armor and rigging
Post by: Vkoslak on March 25, 2015, 08:37:15 am
Are you using Blender?

I learned a something that has really sped up my process.
I was just about to do this for an armor set I was working on so I will take some screen grabs.

This is for TL1, but it should be similar for TL 2.

I keep a base mesh that already is rigged and weighted the way I want.

Then I copy that mesh to be my new base for an armor class.

(http://vkoslak.net/torchlight/blender/weight_transfer/step_2.jpg)

I hadn't parented the new mesh to the bones yet.

(http://vkoslak.net/torchlight/blender/weight_transfer/step_4.jpg)

Several pieces have not been weighted yet.

(http://vkoslak.net/torchlight/blender/weight_transfer/step_5.jpg)

(http://vkoslak.net/torchlight/blender/weight_transfer/step_6.jpg)

I almost always use the mode that only weight paints what I have selected.
(http://vkoslak.net/torchlight/blender/weight_transfer/step_7.jpg)

Now the new armor piece and the base mesh move together.
(http://vkoslak.net/torchlight/blender/weight_transfer/step_8.jpg)

This technique usually does a pretty good job.  Occasionally I have to go in and do some tweaking after the fact. But even in those cases, this saves me a ton of work.

I hope this helps!

Update: I went ahead and turned this into a video.
https://www.youtube.com/watch?v=d2_9uicFJXw (https://www.youtube.com/watch?v=d2_9uicFJXw)
Title: Re: custom armor and rigging
Post by: Anarch16sync on March 25, 2015, 04:30:41 pm
Woah, that's a great way to do it... With this people will be able to make custom armors more easily.
Title: Re: custom armor and rigging
Post by: Haxley on March 25, 2015, 07:14:24 pm
indeed, i'm going to use your video as a definite reference while doing this~

However I've run into a completely unrelated issue! xD

I'm trying to convert some models and I'm running into this terrible problem where when i'm trying to export as .mesh I get an error that boils down to 'Cannot export charmap'

Now I've tried to remove the material, add a new one and replace the texture, the problem is that now the texture is missing a piece, and adding it back in creates the texture to overlap where it shouldn't, I'll update this post with screen grabs to show what I'm talking about.

But, the problem is now with having a model that includes a charmap, and trying to break that down into 5 models from 1~
Title: Re: custom armor and rigging
Post by: Vkoslak on March 25, 2015, 08:58:33 pm
If you added new mesh bits, did you UV unwrap all of it?

I think the scripts don't like it if it isn't all UV mapped.

Also, don't forget to convert from quads to tris.  The script definitely doesn't like quads.

Other things to watch for is only one UV map per mesh, more than one will also cause problems with export.
In TL1, there was only one material per mesh as well. At least that is what I have been doing.

I'm assuming you are using dusho's import/export script.