Thread: Biggest Animating Tutorial 317 - 718

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  1. #1 Biggest Animating(rigging) Tutorial 317 - 718 
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    R-S Admin Response  Requirments


    Attached image

    Spoiler for Quick 317:

    Attached image
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    Spoiler for 317 tutorial noob:
    R-S Admin Response   Animating for 317

    Helm - Body - Legs - Skirt - Gloves - Boots -Cape
    Spoiler for Helm:

    317 helmets this is all you need in mqo.
    the color and the model.

    Save it and go to datmaker
    in datmaker you see pri: 0 make it 10.
    and no anim to head object.


    DOWNLOAD HERE THE EXAMPLE I USED:
    head 317

    Spoiler for Body:

    With the body legs skirt and cape its different.
    First open masterpalette.mqo Download On top of the post.
    go to file(body.mqo) and drag it into mqo where masterpalette is active.
    or insert it at file-> insert

    this is what you have now. lets clone the body 3 times.

    Now you got in total 4 body's.
    double click the second body and rename it to PRI:
    third to TSKIN:
    fourth to VSKIN1:

    Now disable the look of 1st body(object) third and fourth.
    Then Ctrl+A ( you will select all dots/lines of the body second body ( PRI
    go to the colors and click on Mat4 1 time only then go to Selected.

    now your body is yellow good. disable the look( click on the eyes) and click on the third: TSKIN(make it visible again
    like this.

    Now we are going to color tskin:
    The mats needed.
    Mat 4-( do the same with pri to make it easier )
    so you have again a yellow body but now you will edit the arms to another color.
    for the left shoulder we use mat 13 click on mat 13 and then in the left panel(commands click on mat)

    now color the shoulder with your mouse. should look like this.

    Now we take the lower arm color 14.

    And the last part of the left arm must be color 12.
    this is what you have for the left arm on tskin:

    Now the right arm its basicly the same just another colors.
    Shoulder right color is - 11
    lower arm = 8;
    and the lower lower arm = 10;
    should look like this.

    And Nope we are not done yet!.
    BE WARNED FROM HERE EVERYTHING IS DONE IN VSKIN1: TSKIN IS LOCKED!
    Last part the VSKIN1:
    What i always do is locking the TSKIN:
    why is because its easy to see where some numbers need to go on VSKIN1:
    like this.

    now open up weight tool (wgt)on the left in the commands.

    Click on vertex and now you can put some number but first.
    Select the body ( ctrl + a) and put weight 0.08 then click oke.
    now every dot on your body got 0.08 value.

    now.
    Select the left shoulder the darker purple part. like this
    you see that i didn't do the edge of the darker purple.

    make the selected ones weight 0.25
    the edge of the darker purple needs a weight of 0.26
    just like this.

    now just select the lighter purple ( do not select the edges)
    make it have weight 0.23.

    the last part of the left arm needs weight 0.22

    Now We go to the right part of the arm.
    same ritual so:
    shoulder right must be 0.21 weight but

    the edge need to be 0.20.

    the light blue/greenish need to be 0.17

    and the last part of the right arm and the body!
    MUST be 19 ( under the 0.17 part)

    now unlock tskin and enable all models/objects and save the body.
    Now open the body.mqo or whatever you called it in datmaker.
    All you have to do is click on make .dat and test your body out.
    Even i sometimes forget to do some dots make sure you have done all dots also on the back of the model!.


    DOWNLOAD HERE THE EXAMPLE I USED.
    body 317

    Spoiler for legs:

    To make legs tutorial shorter - watch Body tutorial till pri:
    small tutorial for that part here :
    drag the legs into active masterpalette.
    Clone legs x3 and make second pri: by double clicking the object
    third object TSKIN: fourth object : VSKIN1:
    disable all and enable pri only select al by ctrl +a and go to selected( first click on mat 4)
    set material to faces.

    That was that now the rest of the legs TSKIN:
    make this part Mat 22
    the front:

    the back:

    now the left leg top part mat 23
    front:

    back:

    Now the knee must be mat 20

    and the last part the bottom must be mat 21


    now the right part of the legs
    same as the left side just another color:
    top right leg mat 24
    knee mat 19
    bottom mat 18


    yay VSKIN1: now
    BE WARNED FROM HERE EVERYTHING IS DONE IN VSKIN1: TSKIN IS LOCKED!
    Again lock the TSKIN and enable the view of VSKIN1:

    the part that is selected must be weight 0.29:

    the selecting dots could be way more it depens on the model but
    everything between de edges must be weight 0.41


    the edge from that is selected must be weight 0.42

    then everything between the blue edge and the orange edge
    must be weight 0.44

    the knee top edge must be weight 0.34
    the dot in the middle must be weight 0.33
    and the bottom edge of the knee must be weight 0.31

    then everything under that edge from the knee so in the darker orange part
    must be weight 0.32


    the left side of the legs is almost the same but then different numbers so
    top edge must be weight 0.40

    everything between the darker/light green edge and the knee edge
    must be weight 0.43

    knee top edge must be weight 0.35
    the dot in the middle of the knee weight 0.36
    the bottom edge of the knee weight 0.37

    and everthing under the knee of the left part of the legs
    must be weight 0.38

    now save and open datmaker
    select the legs you have been animating/edited
    and make .dat

    DOWNLOAD HERE THE EXAMPLE I USED:
    legs 317

    Spoiler for Skirt:

    Skirt - see legs because its all the same beside 3 things:
    the PRI: of the skirt is this time not mat 4 but mat 1 so

    watch Body tutorial till pri:
    small tutorial for that part here :
    drag the skirt into active masterpalette.
    Clone skirt x3 and make second pri: by double clicking the object
    third object TSKIN: fourth object : VSKIN1:
    disable all and enable pri only select al by ctrl +a and go to selected( first click on mat 1)
    set material to faces.


    the tskin is not much changed to in the middle of a robe bottom there
    is always sort of triangle. see pic:
    this is the tskin ( everything is the same as the legs beside the purple in the middle
    thats mat 31 ( do not forget to color it on the bottom and back to!)

    Now we are already going to VSKIN1:

    Again in VSKIN1: everything is the same as the legs beside the triangle in the middle
    here are the value's
    top dot must be weight 0.79:

    the front weights also its the same as back


    after that save. open up in datmaker
    click on the skirt and make .dat

    DOWNLOAD HERE THE EXAMPLE I USED:
    skirt 317

    Spoiler for Gloves:

    I do not want to be a bitch but its exactly the same as helmet. but then the option gloves

    Spoiler for Boots:

    I do not want to be a bitch but its exactly the same as helmet. but then the option shoes


    Spoiler for Cape:




    Last edited by menth; 10-17-2016 at 03:35 PM.
    R-S Mod Response  NL
    Proud to be dutch.

    Do you want to start modelling? Check lumplums thread here!
    https://www.rune-server.ee/runescape...del-guide.html
    Don't forget to look at the videos they will help you using primitives.
    Reply With Quote  
     


  2. #2  
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    R-S Admin Response   Animating for 667 and 718

    i am not going into full detail here why this are just small edits on the 317 ones.

    Helm - Body - Legs(same as 317 one) - Skirt(same as 317 one) - Gloves - Boots(same as 317 one) -Cape
    Spoiler for Helm:

    Normally you would think i just do this via datmaker nuhu not going to work. well it will work but your head will do weird.
    so here is the small edit. for hats like a captain head or something similair not touching the neck you could easly just use the
    datmaker ( head object pri 10 and make dat) for something with a neck or touching the neck. watch below.

    Clone the head x 3
    make second PRI: 3th TSKIN: and 4th VSKIN1:
    disable all and enable PRI:
    Select the model by ctrl + a
    click on mat 10 and set faces to material via selected option on the menu bar.

    disable PRI: enable TSKIN:
    do the same as with pri but this time mat 0


    Now the VSKIN1: part
    everything above the neck part must be weight 0.01

    the neck line thats combine the head and neck must be weight 0.03

    and the bottom must be weight 0.02


    Spoiler for Body:

    BODY! 718 finally huh!
    well good new if you are about to make a body for 317 and 718 to. all you have to do is!
    instead of cloning 3 times clone 5 times!
    then this is the naming.
    obj1
    PRI:
    TSKIN:
    VSKIN1:
    VSKIN2:
    VSKIN3:

    3 VSKINS yea. sound hard but it isn't just small edits. so if i take my body now.
    6 models.

    well since i explained showed you in 317 body alot already i am just going to show a small edit on TSKIN: and VSKIN1
    and i am going to show you VSKIN2: and VSKIN3:
    so small tutorial.

    remember this? ofcourse you do.

    this is the small change on TSKIN: the bottom part you will see yourself
    when you are bussy a line from front to back all you have to do is paint the bottom mat 21


    Now the VSKIN1 is also change because before the body was weight 0.08
    now this is changed:
    the part that is selected all the dots that are blue are now weight 1.00 also on the back.

    the bottom of the body is weight 0.29


    now disable VSKIN1: and enable VSKIN2:
    on VSKIN2: again all the dots you see blue weigth 1.00

    the bottom of the body is weight 0.00


    And the last thing Disable VSKIN2: and Enable VSKIN3:
    this part that is selected in VSKIN3: must be weight 0.16


    between the above edge and the bottom edge must be weight 0.41


    and the bottom line of the body must be weight 0.00


    Congratz 667 and 718 body

    Spoiler for Gloves:

    Gloves easy as hell but tricky if you didn't know.
    drag the gloves in the active masterpalette
    make 3 clones like always pri, tskin, vskin1
    enable the pri one and select all by ctrl+a click on the mat 10
    go to top bar menu selected -> set faces to material

    then disable pri and enable TSKIN:
    right color must be 15 so take the rope tool on the left of the commands panel
    select the right glove with the rope tool
    click on mat 15
    and go to top bar menu selected -> set faces to material

    do the same for the left glove but then mat 16. should look like this.


    now for the VSKIN1:
    the top weight 0.19

    the rest of the right glove 0.27


    for the left gloves its the same only the top must be 0.22
    and the rest of the left glove must be 0.28 so its not that hard at all.
    you know the ritual save open in datmaker make .dat

    Spoiler for Cape:

    First open masterpalette.mqo Download On top of the post.
    go to file(cape.mqo) and drag it into mqo where masterpalette is active.
    or insert it at file-> insert

    this is what you have now. lets clone the cape 3 times.

    Now you got in total 4 cape's.
    double click the second body and rename it to PRI:
    third to TSKIN:
    fourth to VSKIN1:

    Now disable the look of 1st body(object) third and fourth.
    Then Ctrl+A ( you will select all dots/lines of the body second body ( PRI
    go to the colors and click on Mat4 1 time only then go to Selected.

    Color it like this, I have added the mat colors in the red text,


    Now we are going to color tskin:
    The mats needed.
    Mat 5-( do the same with pri to make it easier )
    so you have again a yellow cape but now you will edit the arms to another color.
    for the middle part we use mat 8, click on mat 8 and then in the left panel (commands click on mat)

    now select the middle part with the rope tool, also in the left panel.

    Then set the material to 8.

    Now select the part above the bottom, also with the rope tool. and set the mat to 7.

    Now select the bottom part and set the mat to 6.

    There is one part at the top, but I am not sure if you have to do this with every cape, because it's at the front part of your shoulder.
    Select these tips and set the mat to 4.

    And Nope we are not done yet!.
    BE WARNED FROM HERE EVERYTHING IS DONE IN VSKIN1: TSKIN IS LOCKED!
    Last part the VSKIN1:
    What i always do is locking the TSKIN:
    why is because its easy to see where some numbers need to go on VSKIN1:
    like this.

    now open up weight tool (wgt)on the left in the commands.

    Click on vertex and now you can put some number.
    The top part should be 0.10

    The part under there should be 0.11

    The part under there should be 0.09
    Be sure to select the whole logo.

    The part under there should be 0.14
    Be sure to not select the logo

    The part under there should be 0.15

    The part under there should be 0.13

    The bottom part should be 0.12

    now unlock tskin and enable all models/objects and save the body.
    Now open the cape.mqo or whatever you called it in datmaker.
    All you have to do is click on make .dat and test your body out.
    Even i sometimes forget to do some dots make sure you have done all dots also on the back of the model!.
    DOWNLOAD HERE THE EXAMPLE I USED.


    CREDITS TO http://www.rune-server.org/members/xx4m4zingxx/


    R-S Mod Response  NL
    Proud to be dutch.

    Do you want to start modelling? Check lumplums thread here!
    https://www.rune-server.ee/runescape...del-guide.html
    Don't forget to look at the videos they will help you using primitives.
    Reply With Quote  
     

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  4. #3  
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    Smile Cow's Avatar
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    Thanks, isn't metasequoia for models only though?
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  6. #4  
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    Quote Originally Posted by Smile Cow View Post
    Thanks, isn't metasequoia for models only though?
    Yeah well i call it animating since people know it that way. basicly its adding marks for the existing animations in the cache.
    anyway still busy editing it.
    R-S Mod Response  NL
    Proud to be dutch.

    Do you want to start modelling? Check lumplums thread here!
    https://www.rune-server.ee/runescape...del-guide.html
    Don't forget to look at the videos they will help you using primitives.
    Reply With Quote  
     

  7. #5  
    What?

    Luminous's Avatar
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    Looking forward to this becoming an iconic thread! Good job so far!
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  9. #6  
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    Quote Originally Posted by Luminous View Post
    Looking forward to this becoming an iconic thread! Good job so far!
    thanks its going to be detailed as much it can
    R-S Mod Response  NL
    Proud to be dutch.

    Do you want to start modelling? Check lumplums thread here!
    https://www.rune-server.ee/runescape...del-guide.html
    Don't forget to look at the videos they will help you using primitives.
    Reply With Quote  
     

  10. #7  
    Registered Member Trexed's Avatar
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    Nice,so finnaly you made a thread.Hope people can learn from this. ^_^
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  11. #8  
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    Quote Originally Posted by TREXED View Post
    Nice,so finnaly you made a thread.Hope people can learn from this. ^_^
    yeah i am going to quit animating/modelling for a while till i feel better so tought why not release something today is a good day so yeah try to show as much i can for today.

    helm - Body - Legs - gloves - boots (helm gloves and boots easy ) done
    R-S Mod Response  NL
    Proud to be dutch.

    Do you want to start modelling? Check lumplums thread here!
    https://www.rune-server.ee/runescape...del-guide.html
    Don't forget to look at the videos they will help you using primitives.
    Reply With Quote  
     

  12. #9  
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    It's called weighting/labeling for future reference. Technically the animations are already made, you're just providing the information for the animation to know what parts to move.
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  14. #10  
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    Quote Originally Posted by Dane View Post
    It's called weighting/labeling for future reference. Technically the animations are already made, you're just providing the information for the animation to know what parts to move.
    the marks yes. i explained that above in a post already
    thanks for saying again.
    R-S Mod Response  NL
    Proud to be dutch.

    Do you want to start modelling? Check lumplums thread here!
    https://www.rune-server.ee/runescape...del-guide.html
    Don't forget to look at the videos they will help you using primitives.
    Reply With Quote  
     

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