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3ds max Creature controller rig


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3ds max Creature controller rig

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Just a simple rig of trolls for modders.

(Can't find trolls\Werewolf legacy rig, so I made it)

If you got some bug, tell me about that and I 'll fix it.

 

if you got error coz wrong skew\scale when exporting, check this:

 

Really thanks to babo (ABC)


 

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  • 2 years later...
50 minutes ago, stanstun said:

Hello there, when I export the werewolf animation, werewolf's right arm & head become twisted, having any idea? Thank you~!

possibly a missing node, there are 10 nodes that exist in the skeleton.hkx but not the skeleton.nif:

 

Camera Control

NPC R MagicNode [RMag]

NPC L UpperarmOverride

NPC L UpperarmTwistHelper

NPC L UpperArm ExposeTransform

NPC L UpperarmLocalRef

NPC R UpperarmLocalRef

x_NPC LookNode [Look]

x_NPC Rotate [Rot ]

x_NPC Translate [Pos ]

 

if they don't exist in your scene just click on the helper button (looks like a tape measure) and add in some dummys and rename them to have those names (but make sure to move "Camera Control" to x0 y0 z0)

 

edit: also make sure the node list.txt you are using for export is correct, it needs to match the skeleton.hkx (the ABC's version of it if your doing anything SL related)

Edited by MadMansGun
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4 minutes ago, MadMansGun said:

possibly a missing node, there are 10 nodes that exist in the skeleton.hkx but not the skeleton.nif:

 

Camera Control

NPC R MagicNode [RMag]

NPC L UpperarmOverride

NPC L UpperarmTwistHelper

NPC L UpperArm ExposeTransform

NPC L UpperarmLocalRef

NPC R UpperarmLocalRef

x_NPC LookNode [Look]

x_NPC Rotate [Rot ]

x_NPC Translate [Pos ]

 

if they don't exist in your scene just click on the helper button (looks like a tape measure) and add in some dummys and rename them to have those names (but make sure to move "Camera Control" to x0 y0 z0)

Thanks for the assistance! 

However I checked I have these nodes in scene, I use 3dsmax 2012, havok tools addon to export.

Firstly it says Some nodes have duplicated names.  'NPC L FootBox'(x2)  'NPC L HeelPivot'(x2)  'NPC L ToePivot'(x2)  'NPC R MagicNode [RMag]'(x3)  'Werewolf_L_hand_ik'(x2) 

Then it says NPC R MagicNode [RMag] must be after NPC R hand.

Then it says  - Warning : Skeleton "NPC Root [Root]" has multiple roots.

 

I think this rig loaded many dummy skeletons so there are many nodes in same name.

Which warning in your experience, can be pinpointed as cause of this "node issue"? 

Thanks a lot!

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16 minutes ago, stanstun said:

Firstly it says Some nodes have duplicated names.  'NPC L FootBox'(x2)  'NPC L HeelPivot'(x2)  'NPC L ToePivot'(x2)  'NPC R MagicNode [RMag]'(x3)  'Werewolf_L_hand_ik'(x2) 

Then it says NPC R MagicNode [RMag] must be after NPC R hand.

that's bad, something is seriously wrong there.

16 minutes ago, stanstun said:

Then it says  - Warning : Skeleton "NPC Root [Root]" has multiple roots.

usually harmless.......usually

Edited by MadMansGun
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1 hour ago, MadMansGun said:

well you should not have 2x of anything and "NPC R MagicNode [RMag] must be after NPC R hand." suggests a bad list file, but it could just be saying that because you have 2x the things you should have.

Well I guess I cannot figure out how it works... only if someone can provide a proper werewolf rig with correct nodes... :(

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28 minutes ago, stanstun said:

Well I guess I cannot figure out how it works... only if someone can provide a proper werewolf rig with correct nodes... :(

there should be one in here:

https://www.loverslab.com/files/file/7539-animated-beasts-cocksabc-for-modders-3ds-max-rigs/

 

i'm a max 2010 user so i can't say for sure.

Edited by MadMansGun
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