Tutorials » Characters » Character Bone Rigging
Author: Läubi
Skill Level:
Type: RenX
Discussion: MPF Forums

Character Bone Rigging

  1. First we need our Character, here you can see the Umagon from Reborn

image-60-INDEX.2.jpg

  1. Then we need the Skeleton, depending on what Charactertype we have, import either the male or the female character

image-60-INDEX.3.jpg

(You find them in the folder of the Renegade Public Tools under Characters\(fe)male\ select the skeleton and a screen similar to this should came up )

image-60-INDEX.4.jpg

Select ALL and press ok.

  1. Now we need to align and resize the character, because in most cases it will look like this:

image-60-INDEX.5.jpg

To make your life easier you should hide all K_ bones and the old mesh, also the wordlboxes

image-60-INDEX.6.jpg

Try to align the character as close as possible to fit the bones!!

image-60-INDEX.7.jpg

  1. Tweak up the base position, so the character fits the bones.

As you saw on the previous screenshot the arms and the feets/legs don't fit that good, so we need to align them, so hope that the creator of the model has already designed the model to fit, otherwise you`ll have a lot of fun now align it properly

Its is very important that you align it as close as possible, that will later make your life a lot easier and will reduce the amount of animation errors you later might get!

image-60-INDEX.8.jpg

image-60-INDEX.9.jpg

Now it fits the bones a lot better

image-60-INDEX.10.jpg

  1. Unhide all parts, delete the merged Head and body mesh, the female file also contains a camera object that you can delete as its not needed. If you have not done it yet, save your work into a new file

  2. Now we will Link the Mesh to the WWSkin (thats the small CrossBone) by selecting

image-60-INDEX.11.jpg

and the click on the mesh ad drag to the WWSkin:

image-60-INDEX.12.jpg

Now the model has the WWSkin Binding Modifier applied we will now use this to bind the vertices to the bones:

image-60-INDEX.13.jpg

Select all Vertices and press on the Auto-Link Button

image-60-INDEX.14.jpg

Congratulation, the smart part is done now

  1. Time for fixing errors, or did you think it is THAT easy??? For better working on the next steps you can again hide all the K_Bones the Worldbox, the select all the c_bones and activate the "Display as box" option

image-60-INDEX.15.jpg

Now move the animation slider to frame 1, you will notice that your Character moves.

image-60-INDEX.16.jpg

Move through the different frames and watch out for anny misaligned faces.

image-60-INDEX.18.jpg

Select the Bone the faces "should" be aligned to here it is the right tight bone, write it down, or remember it, and select the misaligned faces, and click on the Link to bone by Name

image-60-INDEX.19.jpg

Find and select the bone the faces belong to:

image-60-INDEX.20.jpg

Press Ok and your faces are aligned right, well done

image-60-INDEX.21.jpg

Repeat these steps until all faces are aligned right

  1. Export your final result

Export it with following Settings:

Female Character:

image-60-INDEX.22.jpg

Male Character:

image-60-INDEX.23.jpg

You find the needed Skeleton Files in the corresponding folder from where you have merged the skeleton file.

Now you can test the Character In-Game and see if there are any other problems you might need to fix, have fun on your hard way