Difference between revisions of "Deriving new character from template character"

From XStoryPlayer Wiki
Jump to: navigation, search
Line 19: Line 19:
 
Your end result should look exactly like the <code>Step 2 Char_new/body.ma</code> file.<br>
 
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>
 
[[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/rotate the joints so the new model has correct joints.<br>
 +
Make sure you do not translate the joints too much. Better is to use the joint orient to position them.<br>
 
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 12:59, 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

  1. We assume that you have finished the 'Installing template character' tutorial successfully.
    - So you have the pack_character pack installed.
    - You have the testing shortcut, for testing the character.
    - Also your Maya project path is set to the pack_character
  2. Open the ./pack/pack_character/sources/scenes/char_template/body.ma file in Maya.
    Import the model/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 the Step 1 Char_new/body.ma file.
    New char step1.jpg
  3. Copy the Step 1 Char_new/body.ini into your char_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.
  4. Remove the hair, the collider, the old body etc to cleanup the scene.
    Make sure there are no meshes binded to the root_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 the Step 2 Char_new/body.ma file.
    New char step2.jpg
  5. Now that there are not meshes binded to the root_joint hierarchy we can move/rotate the joints so the new model has correct joints.
    Make sure you do not translate the joints too much. Better is to use the joint orient to position them.
    Adjust the joints and make the end result should look like the Step 3 Char_new/body.ma file.