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(TF2) SMD rigging tutorial


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N7530
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Old 08-13-2017 , 04:39   (TF2) SMD rigging tutorial
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In this tutorial I am not going to modify the vertices. I'm going to rig the bones by moving them.

Set up Tools

Crowbar: http://steamcommunity.com/groups/CrowbarTool
VTFEdit: http://nemesis.thewavelength.net/index.php?c=238



Set up Blender

First, you will need the 'Blender Source Tools' and 'MMD Tools' add-on to import and export the MMD model files and SMD model files in the Blender program.

You can download the add-ons from the following link.

Blender Source Tools: http://steamreview.org/BlenderSourceTools/
Blender MMD Tools: https://github.com/sugiany/blender_mmd_tools


Add-ons can be installed from the preferences.
(Top Bar) > File > User Preferences > Add-ons > Install from File... > [Choose add-on file]
After installing the add-on, you can find the add-on in the Add-ons tab and activate it.




Import Model


1

First, import the MMD model.
File > Import > MikuMikuDance Model (.pmd .pmx) > [Check "import only non dynamics rigid bodies"] > [Choose MMD file]
Then click 'Shadeless' in 'MMD Tools' to see the Texture.
(Left Sidebar) > Misc > View (Menu): 'Shadeless'
2



Only the model's mesh is needed, so remove all but '*.*_mesh' and its descendants.
(Right Sidebar) > [Select object] > (Right click) > Delete
Then change all Japanese names to English for use with the Source Engine.
(Right Sidebar) > [Rename All]
3

I will show you how to assign materials of the same texture as one.




First, switch to 'Edit Mode'.
(Bottombar) > [Switch to 'Edit Mode']


Add a new material slot and a new material.
(Right Sidebar) > [Select MMD Model] > Material (Icon) > Add a new material slot (Icon) > [Click '+ New']


Select all materials with the same texture.
(Right Sidebar) > [Select MMD Model] > Material (Icon) > [Select materials] > Select


Assign all selected parts to the newly created material slot.
(Right Sidebar) > [Select MMD Model] > Material (Icon) > [Select new material] > Assign


Change the texture of the newly created material slot.
(Right Sidebar) > [Select MMD Model] > Texture (Icon) > Add a new texture (Icon) > Image (Menu) > [Select Texture]


Set the model texture to 'Shadeless' to restore the original texture.
(Right Sidebar) > [Select MMD Model] > Material (Icon) > Shading (Menu) > [Check 'Shadeless']


Delete all old materials.
(Right Sidebar) > [Select MMD Model] > Material (Icon) > Shading (Menu) > Remove the selected material slot (Icon)
Import SMD model. In this tutorial, I will use the Team Fortress 2 model.
File > Import > Source Engine (.smd .vta .dmx .qc) > [Choose SMD file '*.*_reference']


Removes unnecessary SMD models from SMD objects.
(Right Sidebar) > '*.*_reference_skeleton' > (Right Click) > [Delete 'sniper_reference']
Sets the '*.*_reference_skeleton' object to the parent of the MMD model.
[Drag and drop MMD Model at '*.*_reference_skeleton'] > 'Set Parent To' [Select 'Object']


Set the armature of the MMD model to '*.*_reference_skeleton' and select 'Preserve Volume'.
(Right Sidebar) > [Select MMD Model] > Modifiers (Icon) > [Delete Armature] > Add Modifier - Armature > Object: [Select '*.*_reference_skeleton'] > [Check 'Preserve Volume']
To match the size of the SMD bone, rotate the MMD model 270 degrees along the X axis and increase the size to about 22 times.
(Right Sidebar) > [Select MMD Model] > Object (Icon) > Rotation: [Rotate 270 degrees along the x axis]
Change the Bone position


1

In the right sidebar, select 'Pose', which is a descendant of '*.*_reference_skeleton'.
(Right Sidebar) > '*.*_reference_skeleton' > 'Pose'


In the bottom bar, select 'Rotate' to adjust the angle of the bone and select 'Move' to adjust the spacing between the bones.
(Bottom Bar) > Transformation manipulators: Rotate (Icon) > [Adjust angle of bones]
(Bottom Bar) > Transformation manipulators: Translate (Icon) > [Adjust the spacing between bones]
* If the model has a long skirt, the Bone on the leg must only rotate. Adjust the position of the knees by editing the model.
* You should be more careful with finger bones. If the position of the finger of the model does not match the position of the finger of the bone, you must edit the model manually.



2


After modifying the pose, select 'Apply Pose as Rest Pose'.
(Bottom Bar) > Pose > Apply > Apply Pose as Rest Pose
Rigging the model on the bones


1

Select the MMD model and switch to 'Weight Paint' mode.
(Right Sidebar) > '*.*_reference_skeleton' > (MMD Model)
(Bottom Bar) > Sets the object interaction mode ('*.* Mode') > [Switch to 'Weight Paint' mode]


Select the 'Pose' for '*.*_reference_skeleton' and set the 'Weight' and 'Blending Mode' in the left sidebar.
(Right Sidebar) > '*.*_reference_skeleton' > 'Pose'
(Left Sidebar) > Tools > Brush (Menu) > [Select 'Weight' & 'Blending mode']
2



You can select the bone by model part and left click to do weight painting.
[Select Bone in the screen] > [Left Click to Weight Painting]
Alt + R: clears rotation
Alt + G: clears location
Alt + S: clears scale

* Right-click on the screen to see if your bones are rigged properly.
To cancel the selection, right click again.



EX



Separate objects, do weight painting, and joining them together make things easier.
Separate: [Switch to 'Edit Mode'] > P > [Choose what you want]
Join: [Select multiple objects] > Ctrl + J


To add a JiggleBone, select 'sniper_reference_skeleton', duplicate the model's bone in 'Edit Mode', and set the 'Parent' in the Bone setting.
[Select 'sniper_reference_skeleton'] > [Switch to 'Edit Mode'] > Tools > Bones (Menu): 'Duplicate'
[Select 'sniper_reference_skeleton'] > Bone (Icon) > Parent (Menu): '(Select Bone what you want)'
Export as SMD Model



Once the model rigging is complete, you are ready to export the model!
(Right Sidebar) > Scene (Icon) > Source Engine Export (Menu) > [Set Export Path] > [Select 'SMD'] > 'Export' [Select 'Scene export (2 files)']
After selecting the menu above, a few seconds later, the export will be completed.



Create Material Files

smd_example.7z

You should create a VTF file and a VMF file with the same name as the materials name displayed in the Blender program.
Use the VTFEdit program to convert the texture file to VTF, and use the text editor to set the correct path for the VMF file.



Compile SMD Model



Modify the smd file path and the materials file path in the example .qc file.




Next, set the Game Location and Compile Location in the Crowbar program and compile.



You can use the HLMV tool to verify that your model is compiled correctly.


smd_rigging_tutorial.7z

* The SMD model example is copyrighted and not included in the attachment.
Attached Files
File Type: 7z smd_example.7z (77.8 KB, 406 views)
File Type: 7z smd_rigging_tutorial.7z (4.57 MB, 453 views)

Last edited by N7530; 03-27-2022 at 23:35.
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JuegosPablo
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Old 08-13-2017 , 05:10   Re: (TF2) Source Engine SMD Rigging Tutorial (FULL)
Reply With Quote #2

i love it thanks mate
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scouttuler
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Old 08-13-2017 , 13:02   Re: (TF2) Source Engine SMD Rigging Tutorial (FULL)
Reply With Quote #3

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scouttuler
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Old 08-13-2017 , 13:03   Re: (TF2) Source Engine SMD Rigging Tutorial (FULL)
Reply With Quote #4

3번쨰부터 약간 막히네요 일단 감사합니다!
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N7530
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Old 08-14-2017 , 04:28   Re: (TF2) Source Engine SMD Rigging Tutorial (FULL)
Reply With Quote #5

Quote:
Originally Posted by scouttuler View Post
3번쨰부터 약간 막히네요 일단 감사합니다!
In the third part of the Import Model, the 'Select' button is used to select the model part corresponding to the selected material slot.

When you switch to Edit Mode for the first time, all parts of the model will be selected.
To make it unselected, use the following menu.
Select > (De)select All
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Last edited by N7530; 08-14-2017 at 04:32.
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desire worker
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Old 04-28-2019 , 11:24   Re: (TF2) Source Engine SMD Rigging Tutorial (FULL)
Reply With Quote #6

Thank you for nice tutorial.

But how to combining multiple texture maps into one?
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Maximilian_
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Old 04-28-2019 , 16:37   Re: (TF2) Source Engine SMD Rigging Tutorial (FULL)
Reply With Quote #7

Nice one, but it's not actually full
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AnubisTF2
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Old 04-28-2019 , 18:33   Re: (TF2) Source Engine SMD Rigging Tutorial (FULL)
Reply With Quote #8

Quote:
Originally Posted by desire worker View Post
Thank you for nice tutorial.

But how to combining multiple texture maps into one?
what?
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Maximilian_
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Old 04-30-2019 , 08:38   Re: (TF2) Source Engine SMD Rigging Tutorial (FULL)
Reply With Quote #9

Quote:
Originally Posted by AnubisTF2 View Post
what?
I guess, he mean to combine several textures into one
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Maximilian_
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Old 04-30-2019 , 08:40   Re: (TF2) Source Engine SMD Rigging Tutorial (FULL)
Reply With Quote #10

Quote:
Originally Posted by desire worker View Post
Thank you for nice tutorial.

But how to combining multiple texture maps into one?
IMHO you can use photoshop for this, just export to .obj and do something

Last edited by Maximilian_; 04-30-2019 at 08:44.
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