Manitas auto rigging tool tutorial.

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I dont know if someone has a tutorial on how to use the auto rigging tool.
Anyways I have seen people on this forum who does not understand how to use it.


1. Export your uvmapped mesh from wings 3D as an object file to the folder where you have obj2smd and call the file in. (Remember to triangulate you model).

2. Open brf edit and export a model that is very similar to the one you have made and export it as an smd file, you will be asked which type of skeleton you wish to use. (Humanoid/ horse). Save it in the same folder where you exported your model and call it in.

3. Now run obj2smd.exe. When its done with its process, you will get an smd file called out.smd in your obj2smd folder.

4. Now import out.smd into brf edit, now you will get a window popping up and it should look like this.

bbbbsxa56.jpg


5. Uncheck the swap y/z axis (you see marked in the picture) and press ok.


Now you are good to go put it in to the game and test it.


 
I have this info in the updated tutorial, tied with my Tableau stuff, though it's not clearly marked as it's own section.  Not too sure how well this would work on a self made mesh, and I don't have the time to try it yet...
 
Rath0s said:
So it did work, make sure you have the latest version of obj2smd page 5 in manitas thread.

I've used it in my tutorial dealing with new heraldic and team colored armors.  Since I had to re-UVmap them, I had to export the obj, and the smd, then remap the obj, then merge back the smd.  They all worked.  It's writen up....
 
Well I get an error which says :  Some vertices don't have UV coords associated
                                              Press any key to continue . . .
 
Quite nice, this is a big help to using a big help. But, maybe you can help me with this error;
Code:
 Processing in.smd .....
 Processing in.obj .....
 Riggin' .....
 Assembling output smd.....
Error: Inconsistent obj format.

Druk op een toets om door te gaan. . .

(Last sentence is Dutch for the "press any key", no worries.)
 
FrisianDude said:
Quite nice, this is a big help to using a big help. But, maybe you can help me with this error;
Code:
 Processing in.smd .....
 Processing in.obj .....
 Riggin' .....
 Assembling output smd.....
Error: Inconsistent obj format.

Druk op een toets om door te gaan. . .

(Last sentence is Dutch for the "press any key", no worries.)


Hmm, never seen that error before.

First of all make sure that the model is triangulated.

Do you have more than one object on the model, and if you have you need to combine them.

I hope it helped.
 
Usually happens when face entries point to nonexistent vertices etc.
If you're using Wings,"cleanup" often helps.
 
Ah, thanks. Still have some errors, it looks abit like bamboo splinters instead of like an odd costume, but at least I got result. I'll try again later. :)
 
FrisianDude said:
Ah, thanks. Still have some errors, it looks abit like bamboo splinters instead of like an odd costume, but at least I got result. I'll try again later. :)

You mean the mesh is spiking all over the place, especially the joints?
 
FrisianDude said:
Sort of..
:?

I've never used the auto rigger before because I use Blender to rig, but I'd guess that your mesh isn't properly aligned to native's skeleton. Did you base your armor on Native's armor?
 
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