Difference between revisions of "Deriving new character from template character"
From XStoryPlayer Wiki
Line 17: | Line 17: | ||
Make sure there are no meshes binded to the <code>root_joint</code> hierarchy. | Make sure there are no meshes binded to the <code>root_joint</code> hierarchy. | ||
Also make a copy of the new model body that is not rigged. Hide the rigged model body and the rig itself.<br> | Also make a copy of the new model body that is not rigged. Hide the rigged model body and the rig itself.<br> | ||
− | Your end result should look exactly like the <code>Step 2 Char_new/body.ma</code> file.</li> | + | Your end result should look exactly like the <code>Step 2 Char_new/body.ma</code> file.<br> |
+ | [[file:new_char_step2.jpg|400px]]</li> | ||
<li>Now that there are not meshes binded to the <code>root_joint</code> hierarchy we can move/scale the joints so the new model has correct joints. | <li>Now that there are not meshes binded to the <code>root_joint</code> hierarchy we can move/scale the joints so the new model has correct joints. | ||
Adjust the joints and make the end result should look like the <code>Step 3 Char_new/body.ma</code> file.</li> | Adjust the joints and make the end result should look like the <code>Step 3 Char_new/body.ma</code> file.</li> | ||
</ol> | </ol> |
Revision as of 12:54, 11 February 2015
In this tutorial we will be replacing the character template parts with a new character. After this tutorial you will know how to create a new character for XStoryPlayer
- We assume that you have finished the 'Installing template character' tutorial successfully.
- So you have thepack_character
pack installed.
- You have the testing shortcut, for testing the character.
- Also your Maya project path is set to thepack_character
- Open the
./pack/pack_character/sources/scenes/char_template/body.ma
file in Maya.
Import themodel/body.ma
from the 'Tutorial resource pack' into your scene. This is the new (rigged) model you will use to replace the template character.
Save the new scene to./pack/pack_character/sources/scenes/char_new/body.ma
.
Your end result should look like theStep 1 Char_new/body.ma
file.
- Copy the
Step 1 Char_new/body.ini
into yourchar_new
directory as well.
This is the template ini file, but most elements are commented out so they do not have to created at first. - Remove the hair, the collider, the old body etc to cleanup the scene.
Make sure there are no meshes binded to theroot_joint
hierarchy. Also make a copy of the new model body that is not rigged. Hide the rigged model body and the rig itself.
Your end result should look exactly like theStep 2 Char_new/body.ma
file.
- Now that there are not meshes binded to the
root_joint
hierarchy we can move/scale the joints so the new model has correct joints. Adjust the joints and make the end result should look like theStep 3 Char_new/body.ma
file.