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How to make a gmod ragdoll in blender
How to make a gmod ragdoll in blender





how to make a gmod ragdoll in blender how to make a gmod ragdoll in blender how to make a gmod ragdoll in blender

Also another upside is that I have Waluigi's prop files so I can get his surfboard, something the Models Resource likely lacks. I stopped after equestrian Mario, due to needing to work on a commission and running out of time to create equestrian Luigi, however but I do think the ragdoll set will benefit to have other characters. I managed to extract Mario and Luigi from the game and I was carried away making ragdolls just for them, which I've made ragdolls for surfing, swimming for Mario and Luigi and did equestrian for Mario. I think separate Waluigi's doable via bodygroups, depends if all those textures exceed Source's 30-ish material limit (if you've used my Smash 4 Mario ragdolls, it's why the recolors are separate ragdolls) but if not that means separate models but I do hope the face mesh is separated from the rest of the body just for the sake of facial flexes acting consistent throughout all models.Īnyway, this eats up probably 6-10 hours of work on a so a bit of news, dunno good or bad, just a heads-up Anything metal requires an environment map that simulates metallness, which gets screwed up under dark lighting since it seems to ignore darkness. Usually I'd work with a diffuse/albedo, ambient occlusion (ao), normal, gloss/roughness, and Source uses only like diffuse, normal, and specularity, and its handling of emissive maps is. This part is tricky because Mario & Sonic likely uses a system closer to PBR rendering (most models on the Switch so far is closer to that) while Source's rendering is just horrendously dated. vmt files that deal with how the material shows up as well as give the model important details including specularity and bumpmapping.

  • Create bodygroups, not too hard, unless you're working with Smash's way of swapping out facial expressions then all that exporting adds up.
  • Facial expressions are stored in the qc file. Given how pretty much all meshes on Models Resource are triangulated, making symmetrical flexes is a pain.

    how to make a gmod ragdoll in blender

    This one is pretty tedious as it involves duping meshes and adjusting them. Create facial expressions, probably 20 of them as I did with the Ultra Smash models.qc file is also responsible for the eye movement, and that's annoying to get correct due to the pivots on your attachment never facing the correct direction. Need joint values for the clavicle, shoulder, arms, hands, wrist, thighs, knees, ankles, toes, and head (maybe neck?). That requires a physic model, which is an invisible bunch of hitboxes. qc file that stores model information especially jointconstraints for ragdoll physics. Then, scale all of them to fit the size of the Gmod environment (like relative to other Waluigi ragdolls). Adjust the pivots on the finger bones (or else the finger poses WILL bend them wrong), curl the fingers a bit. All we need to do is create several things.







    How to make a gmod ragdoll in blender