Jump to content
The Dark Mod Forums

Recommended Posts

Posted (edited)

Mouth has separate skeleton and animations. I never made a rig for the mouth.

 

Ouch... how do I make my characters have working mouths and eyes then? I can't finish them without that, but I didn't think this might be a problem :( Any chance you could update the proguard rig and add the head armature and its base animations sometime, please?

Edited by MirceaKitsune
Posted

What do you want to do? If I'm not mistaken, mouth opens and closes automatically based on a sound waves in TDM. Wait, are you making completely new models? Then I guess you need to upload MD5 mesh of a head to Blender.

It's only a model...

Posted

What do you want to do? If I'm not mistaken, mouth opens and closes automatically based on a sound waves in TDM. Wait, are you making completely new models? Then I guess you need to upload MD5 mesh of a head to Blender.

 

Yes: I plan to rig an entirely new model (already in Blender) to the TDM animation armature(s), and export a whole new character. Both the body and the head are completely new meshes, and I'll need to rig and weight any important armature and vertex group on them. I need to know how to do both the body and the face rigging properly for this.

 

What do you mean upload MD5 mesh of a head? The proguard template already has a head, with the necessary vertex groups even... just no actual armature for the mouth / eyes / eyelids. If I simply create the vertex groups and give them the correct names and weights (eg: "jaw"), will they work automatically when I export the final character... or do I need to include the non-existent head armature and export with it selected too?

Posted

In some PK4 with other md5.meshes.

 

Alright... so I need to find the md5 file of an existing head, import that into Blender, and extract the armature from it? That's a bit worrying since import scripts tend to either not work either not import all data. I would appreciate it if someone else could try this step and post the blend file, but I'll try it myself later if not. How do I even connect it to the control armature, as is done with the normal rig?

 

For now I rigged the new mesh to the primary armature, and it seems to be animating very well! If everything goes accordingly (exporting to md5, creating the character definition, creating the material definitions) expect an interesting new set of characters for TDM sometime :) Not making any promises yet since it's the first time I do this with idTech 4... in any case I'll be publishing what I do have at worst.

Posted

Good news: The import script worked, and I managed to obtain the face rig from an existing head! I've put the unmodified version in a simple blend file, so you can easily add it when you plan to update this rig again (it's an essential missing component so I assume that's the right thing to do): http://www.pasteall.org/blend/39789

 

I'm still uncertain how I should position it for now. The character I'm making contains both the body and head in their exact positions, but the head mesh I imported contained only the head at location 0 0 0. I'm worried that if I snap the head of my character out of place, I can't re-position it back with the same precision... I will however want the body and head to be individual md5 files, so the head can work with existing bodies aside from its own. Any advice please?

Posted

ideally you want some kind of detail there that can hide the seam, since lining it up exactly will be nearly impossible.

 

The seam will have to match exactly... the model isn't mine and I'm only making the necessary changes to port it to TDM, so I must work with what I have. Hopefully I can convert the Blender units between object centers into a distance in the entity definition, which should give me a precise position... another thing I'd greatly appreciate any tips on.

 

For now I finished rigging the entire face, and made use of all important bones. I repositioned them accordingly, which will hopefully not cause any extreme deformations when the existing animations will play on the rig. Might be able to export a test md5 soon enough if all goes well, though there's still a lot to do.

Posted

 

Hopefully I can convert the Blender units between object centers into a distance in the entity definition, which should give me a precise position... another thing I'd greatly appreciate any tips on.

Unit conversions: http://wiki.thedarkmod.com/index.php?title=Conversion_of_Game_Units

 

There's an offsetHeadModel spawnarg--the description in DR is 'A vector with an offset to move the head into a better position relative to this model. (Seems currently not to work anymore.)' but it worked when I tried it in relation to http://bugs.thedarkmod.com/view.php?id=4221

  • Like 1

Some things I'm repeatedly thinking about...

 

- louder scream when you're dying

Posted

Unit conversions: http://wiki.thedarkmod.com/index.php?title=Conversion_of_Game_Units

 

There's an offsetHeadModel spawnarg--the description in DR is 'A vector with an offset to move the head into a better position relative to this model. (Seems currently not to work anymore.)' but it worked when I tried it in relation to http://bugs.thedarkmod.com/view.php?id=4221

 

Thanks very much! This might come very handy once I start putting the actual character together in TDM.

Posted

News is great: I finally finished a testable version of my model, exported it to md5, and was able to preview it in-game! I got both the body and head rigs to work, as well as the head to be positioned exactly where it should (almost). However I have two remaining issues:

 

- I tried weighting the eyes (low-poly spheres) to the eye bones on the head rig, named "leye" and "reye". While this seems to work in Blender, the eyes pop out and float a meter in front of the AI's head in-game. What am I doing wrong? I attached the eyes to the normal "Head" bone temporarily, but prefer the eye bones in case TDM supports eye movements when NPC's look at various spots.

 

- The body contains a second object, which is not part of it and is meant to be defined as a separate model. This model however is also rigged and must be deformed by the armature. I know how attach simple objects to a bone, but how do I have multiple objects make up the body and animate with its rig?

  • Like 1
  • 2 weeks later...
Posted

- I tried weighting the eyes (low-poly spheres) to the eye bones on the head rig, named "leye" and "reye". While this seems to work in Blender, the eyes pop out and float a meter in front of the AI's head in-game. What am I doing wrong? I attached the eyes to the normal "Head" bone temporarily, but prefer the eye bones in case TDM supports eye movements when NPC's look at various spots.

Heads in TDM don't have separate eyeball meshes.

- The body contains a second object, which is not part of it and is meant to be defined as a separate model. This model however is also rigged and must be deformed by the armature. I know how attach simple objects to a bone, but how do I have multiple objects make up the body and animate with its rig?

I doubt you can do that. You can make this object part of the same mesh. Maybe you could hide it with a skin file when needed.

  • Like 1

It's only a model...

Posted

Heads in TDM don't have separate eyeball meshes.

 

I doubt you can do that. You can make this object part of the same mesh. Maybe you could hide it with a skin file when needed.

 

I know. Like I said, I simply noticed that the bones exist, and they did appear to make the eyes dart toward where the AI was looking. But if they're officially not supported, I'll just leave the eye spheres rigged to the head.

 

As for the second issue, I got away with exporting these other pieces to lwo and simply attaching them to the bone I needed.

  • 1 year later...
Posted

Sorry for reviving an old thread again, but I wanted to be sure of something I forgot ask: Was this rig built specifically for TDM, or is it a generic template? If so, is any licensing applied to the skeleton itself?

 

I'm asking because I'm working on a total conversion for TDM, which aims to ultimately break away from all CC-BY-SA-NC dependencies. I assume no one would go as far as licensing a layout of joints and the names and positions of animation bones, which my characters have to use to stay compatible with TDM animations as well... however if the author considers the armatures themselves an asset, I might have to make new ones just to place the same bones in the same positions myself (which I really hope is not the case). I prefer making extra sure so just thought I'd ask.

Posted

It was built specifically for TDM. I can't answer the licensing question.

 

Good to know, thanks. Honestly I assume licensing shouldn't be a problem... it's only a simple bone setup used for generating the weights, which was included in this blend only (IIRC it isn't even a TDM asset). I might have to remove the example animation from my source blend however, as that might have been taken from TDM even if it's there for example purposes.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Recent Status Updates

    • JackFarmer

      "Hidden Hands: Vitalic Fever" - new update available including subtitles & compressed briefing video (thanks to @datiswous) and several fixes.
      · 0 replies
    • Wolfmond

      🇬🇧

      2025-04-20
      I'd like to track my level design progress a bit more often now, so I'm using the feed in my profile here.
      I've been working intensively on Springheel's YouTube course over the past few days. I'm currently up to lesson 8. There is so much information that needs to be processed and practiced. 
      I have started to create my own house. As I don't have the imagination to create a good floor plan, I grabbed a floor plan generator from Watabou and experimented with it. I chose a floor plan that I will modify slightly, but at least I now have an initial idea. 
      I used two guards as a measuring tape: The rooms are two guards high. It turned out that I can simply double the number of boxes in DarkRadiant in grid size 8 that are drawn in the floor plan. 
      I practiced the simplest things on the floor plan first. Drawing walls, cutting walls, inserting doors, cutting out frames, creating VisPortals, furnishing rooms.
      I have had my first success in creating a book. Creating a book was easier than I thought. I have a few ideas with books. The level I'm creating will be more or less a chill level, just for me, where I'll try out a few things. I don't have an idea for my own mission yet. I want to start small first.
      For the cellar, I wanted to have a second entrance, which should be on the outside. I'm fascinated by these basement doors from the USA, I think they're called Bilco basement doors. They are very unusual in Germany, but this type of access is sometimes used for deliveries to restaurants etc., where barrels can be rolled or lifted into the cellar. 
      I used two Hatch Doors, but they got completely disoriented after turning. I have since got them reasonably tamed. It's not perfect, but it's acceptable. 
      In the cellar today I experimented with a trap door that leads to a shaft system. The rooms aren't practically finished yet, but I want to continue working on the floor plan for now. I'll be starting on the upper floor very soon.

      __________________________________________________________________________________
      🇩🇪

      2025-04-20

      Ich möchte nun mal öfters ein bisschen meinen Werdegang beim Leveldesign tracken, dazu nutze ich hier den Feed in meinem Profil.
      Ich habe mich in den vergangenen Tagen intensiv mit dem Youtube-Kurs von Springheel beschäftigt. Aktuell bin ich bis zu Lektion 8 gekommen. Das sind so viele Informationen, die erstmal verarbeitet werden wollen und trainiert werden wollen. 

      Ich habe mich daran gemacht, ein eigenes Haus zu erstellen. Da mir die Fantasie fehlt, einen guten Raumplan zu erstellen, habe ich mir einen Grundrissgenerator von Watabou geschnappt und damit experimentiert. Ich habe mich für einen Grundriss entschieden, den ich noch leicht abwandeln werde, aber zumindest habe ich nun eine erste Idee. 

      Als Maßband habe ich zwei Wächter genommen: Die Räume sind zwei Wächter hoch. Es hat sich herausgestellt, dass ich in DarkRadiant in Gittergröße 8 einfach die doppelte Anzahl an Kästchen übernehmen kann, die im Grundriss eingezeichnet sind. 

      Ich habe bei dem Grundriss erstmal die einfachsten Sachen geübt. Wände ziehen, Wände zerschneiden, Türen einsetzen, Zargen herausschneiden, VisPortals erstellen, Räume einrichten.

      Ich habe erste Erfolge mit einem Buch gehabt. Das Erstellen eines Buchs ging leichter als gedacht. Ich habe ein paar Ideen mit Bücher. Das Level, das ich gerade erstelle, wird mehr oder weniger ein Chill-Level, einfach nur für mich, bei dem ich ein paar Sachen ausprobieren werde. Ich habe noch keine Idee für eine eigene Mission. Ich möchte erst einmal klein anfangen.

      Beim Keller wollte ich gerne einen zweiten Zugang haben, der sich außen befinden soll. Mich faszinieren diese Kellertüren aus den USA, Bilco basement doors heißen die, glaube ich. Diese sind in Deutschland sehr unüblich, diese Art von Zugängen gibt es aber manchmal zur Anlieferung bei Restaurants etc., wo Fässer dann in den Keller gerollt oder gehoben werden können. 
      Ich habe zwei Hatch Doors verwendet, die allerdings nach dem Drehen vollkommen aus dem Ruder liefen. Inzwischen habe ich sie einigermaßen gebändigt bekommen. Es ist nicht perfekt, aber annehmbar. 
      Im Keller habe ich heute mit einer Falltür experimentiert, die zu einem Schachtsystem führt. Die Räume sind noch quasi nicht eingerichtet, aber ich möchte erstmal am Grundriss weiterarbeiten. In Kürze fange ich das Obergeschoss an.



      · 2 replies
    • JackFarmer

      On a lighter note, thanks to my cat-like reflexes, my superior puzzle skills and my perfect memory, I was able to beat the remastered version of "Tomb Raider: The Last Revelation" in a new superhuman record time of 23 h : 35 m, worship me!
      · 3 replies
    • Goblin of Akenash

      My mapping discord if anyone is interested, its more of a general modding thing rather than just for TDM 
      https://discord.gg/T4Jt4DdmUb

       
      · 0 replies
    • nbohr1more

      2.13 Moddb Article is up: https://www.moddb.com/mods/the-dark-mod/news/the-dark-mod-213-is-here
      · 1 reply
×
×
  • Create New...