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hpl2:tutorials:model_editor:tutorial_2 [2011/04/28 15:25]
mrbigzy
hpl2:tutorials:model_editor:tutorial_2 [2011/05/04 02:53]
mrbigzy
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-===== Model Editor - Creating Ragdoll Entities ​(by MrBigzy) ​=====+===== Model Editor - Creating Ragdoll Entities =====
  
 This tutorial will detail how to import export models from Amnesia, as well as rigging a model in the model editor to create a ragdoll entity. This tutorial will detail how to import export models from Amnesia, as well as rigging a model in the model editor to create a ragdoll entity.
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 Of course, the main issue is choosing the right location for each shape. The first thing you should do is decide what the main parent joint of your model will be. This is usually the root joint (it will probably be named this), and is usually located in the stomach or chest. The first thing you should do is create a shape for that root joint. For example, if the root is in the stomach, create a shape above it that fits around the chest. Try to shape it so that it will be close to other joints that you will be using, such as the shoulder joints and neck joint. Once the shape is created, we need to connect it to its corresponding joint. Select the shape, and on the right, pick the shape tap, and then click on Create Body. This will create a body which will emulate the mass and other physics for the model (the model does not do this on its own). Of course, the main issue is choosing the right location for each shape. The first thing you should do is decide what the main parent joint of your model will be. This is usually the root joint (it will probably be named this), and is usually located in the stomach or chest. The first thing you should do is create a shape for that root joint. For example, if the root is in the stomach, create a shape above it that fits around the chest. Try to shape it so that it will be close to other joints that you will be using, such as the shoulder joints and neck joint. Once the shape is created, we need to connect it to its corresponding joint. Select the shape, and on the right, pick the shape tap, and then click on Create Body. This will create a body which will emulate the mass and other physics for the model (the model does not do this on its own).
  
-There are two ways to attach the joint(s) to the body. One way is to pick the tab Attachments to the right of Body (which replaces the tab Shape). Then click the type of object you want to connect the body to, in this case Bo for bones. Then click attach. You would then click all of the joints that you want to connect to the body; they will turn from yellow ​to green to specify they'​re connected to that body. Once you've connected them, click on Done (in place of Attach) or just click on an empty space on the screen. The other way is to click the View tab on the top of the screen, then outline. This is the model heirarchy. You can pick a body from here, and then pick from the list of joints to attach. It's a great way to check to make sure everything is attached after you're done. Now the body is attached to the joint!+There are two ways to attach the joint(s) to the body. One way is to pick the tab Attachments to the right of Body (which replaces the tab Shape). Then click the type of object you want to connect the body to, in this case Bo for bones. Then click attach. You would then click all of the joints that you want to connect to the body; they will turn from red to green to specify they'​re connected to that body. Once you've connected them, click on Done (in place of Attach) or just click on an empty space on the screen. The other way is to click the View tab on the top of the screen, then outline. This is the model heirarchy. You can pick a body from here, and then pick from the list of joints to attach. It's a great way to check to make sure everything is attached after you're done. Now the body is attached to the joint!
  
 The next step it to add physics to the body. Highlight the body, and click the Body tab. For a model, choose the right kind of material for it (most likely organic for biped models). Pick a mass for the body; a mass of about 20 is when the body will start to be difficult to pick up. I usually put angular and linear damping to 1, buoyancy to 0 (this is if you want it to float or not), and deselect "Can attach character"​ and "​Pushed by character gravity",​ though this was following other models from the game, and you can choose other options based on what you want. Now the body has physics! The next step it to add physics to the body. Highlight the body, and click the Body tab. For a model, choose the right kind of material for it (most likely organic for biped models). Pick a mass for the body; a mass of about 20 is when the body will start to be difficult to pick up. I usually put angular and linear damping to 1, buoyancy to 0 (this is if you want it to float or not), and deselect "Can attach character"​ and "​Pushed by character gravity",​ though this was following other models from the game, and you can choose other options based on what you want. Now the body has physics!
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 That's the end of this tutorial, I hope you guys understand it all and make some kickass ragdoll entities or other cool models! =D That's the end of this tutorial, I hope you guys understand it all and make some kickass ragdoll entities or other cool models! =D
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 +Created by: MrBigzy
hpl2/tutorials/model_editor/tutorial_2.txt ยท Last modified: 2011/07/30 07:49 by mrbigzy