Difference between revisions of "Talk:Rigging in XSI"

From Valve Developer Community
Jump to: navigation, search
(Not working...)
 
(4 intermediate revisions by 3 users not shown)
Line 2: Line 2:
  
 
:Same here. I may try a little later, when I don't have homework obligations... --[[User:Charron|Charron]] 16:07, 11 Jan 2006 (PST)
 
:Same here. I may try a little later, when I don't have homework obligations... --[[User:Charron|Charron]] 16:07, 11 Jan 2006 (PST)
 +
 +
:I've cleaned it up, should work fine with 1024x768 now. I didn't use much pictures flowing on the right because the pics often refer to a specific paragraph. --[[User:Vaarscha|Vaarscha]] 06:37, 6 Mar 2006 (PST)
 +
 +
Can someone please make a tutorial/explanation of how to make the eyes and turning head for a custom character, including the qc file info etc. Please, this is quite urgent and I'm sure that I'm not the only one in need of this. Thanks in advance. --[[User:Quasarchangel|Archangel]] 12:45, 23 Jul 2008 (PDT)
 +
:Just run qceyes.exe in the SourceSDK bin folder. Follow the steps and it'll give you some qc code that'll have working eyes, along with a moving head. But if you just want a moving head then add this to your qc.
 +
''$attachment "forward" "ValveBiped.Bip01_Head1'' 0.00 0.00 -0.00 rotate 0 -80 -90'
 +
::Ok, I can't get this to work. I've renamed my model's head bone to ValveBiped.Bip01_Head1 cause its not a standard human rig, but its still not working. It would be very helpful to be able to see what the model needs, from within 3dsmax or xsi. All the tutorials, etc. are focused around the standard valve rig or doesn't show the head and eyes part of the process and does not give enough info on what is needed to do. Maybe I'm just overlooking something. My model's walking animations and facial phoneme morphs work, but I don't get how the head turn and eyes work. I've been looking around on the net for anything useful and testing a bunch of stuff but I'm stuck. --[[User:Quasarchangel|Archangel]] 08:20, 24 Jul 2008 (PDT)

Latest revision as of 15:20, 24 July 2008

I recommend that this article is cleaned up a little.. The images go off the screen at 1024x768 and the article doesn't flow very well with it. Also the spacing could be fixed a little. Otherwise it's a pretty good article. I'd clean it up myself but I'm not good with aligning the images right and stuff. :P --AndrewNeo 08:09, 11 Jan 2006 (PST)

Same here. I may try a little later, when I don't have homework obligations... --Charron 16:07, 11 Jan 2006 (PST)
I've cleaned it up, should work fine with 1024x768 now. I didn't use much pictures flowing on the right because the pics often refer to a specific paragraph. --Vaarscha 06:37, 6 Mar 2006 (PST)

Can someone please make a tutorial/explanation of how to make the eyes and turning head for a custom character, including the qc file info etc. Please, this is quite urgent and I'm sure that I'm not the only one in need of this. Thanks in advance. --Archangel 12:45, 23 Jul 2008 (PDT)

Just run qceyes.exe in the SourceSDK bin folder. Follow the steps and it'll give you some qc code that'll have working eyes, along with a moving head. But if you just want a moving head then add this to your qc.

$attachment "forward" "ValveBiped.Bip01_Head1 0.00 0.00 -0.00 rotate 0 -80 -90'

Ok, I can't get this to work. I've renamed my model's head bone to ValveBiped.Bip01_Head1 cause its not a standard human rig, but its still not working. It would be very helpful to be able to see what the model needs, from within 3dsmax or xsi. All the tutorials, etc. are focused around the standard valve rig or doesn't show the head and eyes part of the process and does not give enough info on what is needed to do. Maybe I'm just overlooking something. My model's walking animations and facial phoneme morphs work, but I don't get how the head turn and eyes work. I've been looking around on the net for anything useful and testing a bunch of stuff but I'm stuck. --Archangel 08:20, 24 Jul 2008 (PDT)