Help with Rigging Pokemon model.

Help with Rigging Pokemon model.

Anonymous
Not applicable
1,775 Views
3 Replies
Message 1 of 4

Help with Rigging Pokemon model.

Anonymous
Not applicable

To start with I found a website called models-resource, who host models ripped from games.

I have been useing 3DS Max 2010 and found that running the model through FBX converter and that has fixed the erroers I had been getting and stopped Max from crashing.

 

 

Correct me if I am wrong, but those white dimond shapped objects are used for poseing the model?

 

Now the issue I have had, is that I can't seem to link the Skin to the Bones and I am at a real loss as what waht to do.

0 Likes
1,776 Views
3 Replies
Replies (3)
Message 2 of 4

pepetd
Enthusiast
Enthusiast

Those objects are the bones you have imported, You can animate them yes but usually you would create a rig (a puppet) that drives those bones. Have you tried adding a skin modifier to the mesh ? and adding the bones to it? Sorry but i have to ask this first before trying to figure out why it would not be working.

0 Likes
Message 3 of 4

Anonymous
Not applicable

@pepetd wrote:

Those objects are the bones you have imported, You can animate them yes but usually you would create a rig (a puppet) that drives those bones. Have you tried adding a skin modifier to the mesh ? and adding the bones to it? Sorry but i have to ask this first before trying to figure out why it would not be working.


After convering this model, all I have done is import it into Max 2010, when I try to click on 'Editable Mesh' I am given a warning saying 'A modifier exists in the stack that depends on topology. Changing parameters may have undesirable effects.' 'The dependent is: skin'

 

If you like I can upload a copy of the max file I created.

0 Likes
Message 4 of 4

Anonymous
Not applicable
Hi,

I have worked with those models a bit in the past just to see how Game Freak went about rigging their creatures. The mesh is already fully weighted to the bones you imported and deforms quite well. Always remember that the bones inside of the skin modifier provided drive deformation, not the other way around. Once you've imported the FBX file you will only need to begin creating the controllers for driving the bones for animation. The skin modifier and mesh do not have to be touched after import.
0 Likes