« Previous -
Version 22/29
(diff) -
Next » -
Current version
_RD_Sarah, 09/12/2010 06:26 am
- Ryzom Character Creation (WIP)
- 1. 3D model defaults (WIP)
- 2.Rigging Model (WIP)
- 3.Animating Model (WIP)
- 4. Testing Model and Animations (WIP)h2. 4.1. Testing your ModelFor test the model open your .MAX character model in 3D Studio MAX and
- 5. Convert Shapes, Skels and Anims with Pipeline (WIP)
- 6. Include the Character/Creature in Game (WIP)
Ryzom Character Creation (WIP)¶
About¶
Goals for this tutorial.
1. 3D model defaults (WIP)
2. Rigging Model (WIP)
3. Animating Model (WIP)
4. Testing Model and Animations (WIP)
5. Convert Shapes, Skels and Anims with Pipeline (WIP)
6. Include the Character/Creature in Game
1. 3D model defaults (WIP)¶
If you not know modeling, watch tutorial´s in Youtube, sample:
http://www.youtube.com/watch?v=1NWHUOvo69w
http://www.youtube.com/watch?v=eN9gi480i5U
or
http://www.youtube.com/watch?v=FJPfIF6o6ck
http://www.youtube.com/watch?v=0rKEarFKA_Y
http://www.youtube.com/watch?v=x0jjCpuqftY
or use the model used in this tutorial:
Dwarf (v0.1 (WIP)): http://www.multiupload.com/RV492GFZ5M
1.2 default names for vertex groups (WIP)¶
1.3 Saving the Model in Database Folder (WIP)¶
1.3.1. Naming .MAX Files¶
1.3.1.1. Naming Character (Playable)¶
1.3.1.2. Naming Creatures (Mobs)¶
Choose an Race for Include your Creature and create 4 directories, sample in tree:
C:\Database\Stuff\RACE_OF_YOUR_CHOICE\Agents\Monsters\creature_name
C:\Database\Stuff\RACE_OF_YOUR_CHOICE\Agents\Monsters\creature_name\Animations
C:\Database\Stuff\RACE_OF_YOUR_CHOICE\Agents\Monsters\creature_name\Animations\Anims
C:\Database\Stuff\RACE_OF_YOUR_CHOICE\Agents\Monsters\creature_name\Animations\Skeletons
Save you .MAX Model in Directory:
C:\Database\Stuff\RACE_OF_YOUR_CHOICE\Agents\Monsters\creature_name
2.Rigging Model (WIP)¶
For rigging the model (dwarf) use this tutorial in YouTube:
http://www.youtube.com/watch?v=si4N6IdlJq8
2.1 default names for bip´s (WIP)¶
3.Animating Model (WIP)¶
4. Testing Model and Animations (WIP)
h2. 4.1. Testing your Model
For test the model open your .MAX character model in 3D Studio MAX and¶
5. Convert Shapes, Skels and Anims with Pipeline (WIP)¶
Use the Tutorial of ChrisNewman ( http://dev.ryzom.com/wiki/ryzom/RebuildingTheNewbieLandWith_TheBuildPipeline )
Step´s:
1. Step 10 of Pre Constraints
2. All Steps of Exporting Assets Using The Build Pipeline
NOTE: Is necessary you Convert Old Ryzom Database http://dev.ryzom.com/wiki/ryzom/Convertingryzom_assetsDatabase for have an actually version of Ryzom Database for work with Pipeline.
6. Include the Character/Creature in Game (WIP)¶
For Creatures (Monsters) Use the Tutorial AddingMobs http://dev.ryzom.com/wiki/ryzom/AddingMobs

