Character Creation (WIP)

Character Creation (WIP)

About

DANGER: GIRL AT WORK :) Not tested it...

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 in Game

 

Necessary for this Tutorial

1. Download the asset repository to C:\Database. (http://media.ryzom.com/)
2. Download the client to C:\ryzom_client. (http://sourceforge.net/projects/ryzom/files/)
3. Compiled all sources and can run and connect to your own server. (http://dev.ryzom.com/projects/ryzom/wiki/Guide)
4. Compiled,installed and loaded the NeL plugins for 3DSMAX. (http://dev.ryzom.com/projects/ryzom/wiki/InstallingMaxPlugins)
5. Installed python 2.6.6. (http://www.python.org/)
6. Downloaded the ryzom_assets_newbieland and merged it into C:\database. (http://sourceforge.net/projects/ryzom/files/)
7. Converted the ryzom_assets database. (http://dev.ryzom.com/projects/ryzom/wiki/Convertingryzom_assetsDatabase)
8. Compiled or downloaded Object Viewer QT (http://dev.ryzom.com/projects/ryzom/wiki/Object-viewer-qt)
9. Setup three virtual drives (w: that points to drive c: | r: that points to c:\ryzom | l: that points to r:\code\ryzom\common\data_leveldesign). (http://en.wikipedia.org/wiki/Subst)

 

 

1. 3D model defaults

If you not know modeling, watch tutorial´s in Youtube, sample:
3ds max character modeling tutorial part1:
http://www.youtube.com/watch?v=1NWHUOvo69w

3ds max character modeling tutorial part2:
http://www.youtube.com/watch?v=eN9gi480i5U

or

3Ds Max Character Creation Tutorial Part 1
http://www.youtube.com/watch?v=FJPfIF6o6ck

3Ds Max Character Creation Tutorial Part 2
http://www.youtube.com/watch?v=0rKEarFKA_Y

3Ds Max Character Creation Tutorial Part 3
http://www.youtube.com/watch?v=x0jjCpuqftY

or use the model used in this tutorial:

Dwarf (v0.1 (WIP)): http://www.multiupload.com/RV492GFZ5M

 

1.1. Naming .MAX Files (60%)

The Names Estructure of .MAX´s files for Actors:
TR_HOM_nameofactor.max
TR = Tryker
HOM = Homin Male
HOF = Homin Female

The Names Estructure of .MAX´s files for Monsters:
TR_MO_nameofacreature.max
TR = Tryker
MO = Monster (No Gender for Monsters)

 

1.2 Detach and Naming Default Object for your Character (90% :)

(STEP 1). Open the Dwarf Model or Your Own Model .MAX

Usually the object is unique.

This is an sample (Tryker) about object groups:

_visage

_armpad

_gilet

_pantabottes

_bottes

(Step 2). For Detach your model and make it in various objects.
(Step 2.1). Click in Modify 

, Click in Editable Mesh 
, Click in Vertex

(Step 2.2). Select the Vertex do you want to separate object (sample: bottes)

(Step 2.3). Click in Detach


(Step 2.4). Naming the Object and OK

(STEP 2.5). Repeat the STEP´s 2.2, 2.3, 2.4 with the _visage _armpad _gilet _pantabottes

 

1.3. Saving the Model in Database Folder (WIP)