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EA Rugby 08
Using Blender to add custom player faces to Rugby 08
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<blockquote data-quote="jim546" data-source="post: 1044245" data-attributes="member: 48218"><p>Update to the first post: Assigning vertext groups to control face animations.</p><p></p><p>In my tutorial on the first page we went through the basics of getting a custom player face model and texture into the game. To test this model out in the tutorial I "cheated" by autorigging my custom model onto the Rugby 08 skeleton, which works fine for testing but usually creates visual issues with the in-game animations for the custom player. Here I'm going to quickly cover setting up proper vertex groups.</p><p></p><p>Left-click your model in object mode and shift-click on the skeleton. Right click to enter the context menu and then select Parent -> With Empty Goups. This will link the skeleton's vertex groups to the head model but will leave the groups empty for us to fill in manually. Select the head model and go to the object data properties sub-menu, if the previous bit worked you should see a tab for vertex groups that should be populated with vertex group indexes (Hips, Spine, Neck, Head etc.).</p><p></p><p>In edit mode we can add vertexes to each group. Highlighting vertexes on your model and clicking Assign will add those vertexes to the selected group. Remove will remove the selected vertexes from the selected group. Select will highlight on your model what vertexes are already assigned to the selected vertex group. Deselect will do the opposite of select, hides the selection of vertexes in the highlighted group. A vertex can be assigned to multiple vertex groups.</p><p></p><p>From my testing, the most important groups are Upperspine, Neck, and Head. Upperspine is where the neck animations attaches and gets "anchored" to the body of the player. Neck assigns the bits allowed to rotate on the model. Head contains everything else, it's the static bits above the neck that move together while the neck animation rotates and swivels the head (you can visualise this by moving your own head around).</p><p></p><p>You MUST make sure that all vertices are at least assigned to either Upperspine, Neck, or Head, otherwise visual glitches will occur on the model. I have also found that the neck group should share a row of vertexes with both the upperspine and Head goups, if not the player's neck looks like it's made of sillystring.</p><p></p><p>The next priority is then Jaw, LoLip, UpLip, RBrow, LBrow. These are used in-game when your player speaks and interacts with other players. There are other groups that in theory would give a greater control over these animations, but from my testing these have little or no effect. I also tend to add vertexes to Nose ad Eye groups to stop these bits moving with the mouth or eyebrows, but not 100% sure what the effect of these is.</p><p></p><p>I've made a gallery of examples of the vertex groups I've used, it's definitely something to experiment with further. Note if you've autorigged a model previously that you wish to manually rig, you will have to manually clear the groups first, I'm not sure if there's an easy way to clean up/reset an autorig.</p><p></p><p>[MEDIA=imgur]a/K3XVZio[/MEDIA]</p></blockquote><p></p>
[QUOTE="jim546, post: 1044245, member: 48218"] Update to the first post: Assigning vertext groups to control face animations. In my tutorial on the first page we went through the basics of getting a custom player face model and texture into the game. To test this model out in the tutorial I "cheated" by autorigging my custom model onto the Rugby 08 skeleton, which works fine for testing but usually creates visual issues with the in-game animations for the custom player. Here I'm going to quickly cover setting up proper vertex groups. Left-click your model in object mode and shift-click on the skeleton. Right click to enter the context menu and then select Parent -> With Empty Goups. This will link the skeleton's vertex groups to the head model but will leave the groups empty for us to fill in manually. Select the head model and go to the object data properties sub-menu, if the previous bit worked you should see a tab for vertex groups that should be populated with vertex group indexes (Hips, Spine, Neck, Head etc.). In edit mode we can add vertexes to each group. Highlighting vertexes on your model and clicking Assign will add those vertexes to the selected group. Remove will remove the selected vertexes from the selected group. Select will highlight on your model what vertexes are already assigned to the selected vertex group. Deselect will do the opposite of select, hides the selection of vertexes in the highlighted group. A vertex can be assigned to multiple vertex groups. From my testing, the most important groups are Upperspine, Neck, and Head. Upperspine is where the neck animations attaches and gets "anchored" to the body of the player. Neck assigns the bits allowed to rotate on the model. Head contains everything else, it's the static bits above the neck that move together while the neck animation rotates and swivels the head (you can visualise this by moving your own head around). You MUST make sure that all vertices are at least assigned to either Upperspine, Neck, or Head, otherwise visual glitches will occur on the model. I have also found that the neck group should share a row of vertexes with both the upperspine and Head goups, if not the player's neck looks like it's made of sillystring. The next priority is then Jaw, LoLip, UpLip, RBrow, LBrow. These are used in-game when your player speaks and interacts with other players. There are other groups that in theory would give a greater control over these animations, but from my testing these have little or no effect. I also tend to add vertexes to Nose ad Eye groups to stop these bits moving with the mouth or eyebrows, but not 100% sure what the effect of these is. I've made a gallery of examples of the vertex groups I've used, it's definitely something to experiment with further. Note if you've autorigged a model previously that you wish to manually rig, you will have to manually clear the groups first, I'm not sure if there's an easy way to clean up/reset an autorig. [MEDIA=imgur]a/K3XVZio[/MEDIA] [/QUOTE]
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Using Blender to add custom player faces to Rugby 08
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