Now we have a mesh with an assigned armature and material. Side Quest: observe the UV by changing the Editor Type to "UV Editor" This takes your 3d collection of faces ("mesh") and divides them up so they can fit flat on a 2d plane.Īssign the texture (or image) sm.png to the base colour of the Material.įrom the Materials Properties tab on the right of the screen, click "Assign" On the right side of the screen (in the Material Tab) use the dropdown menu to select "sm"Ĭhange the Editor Type back to "3D Viewport", select the mesh, and go to Edit Mode. Otherwise they will disappear from your Blender file when you exit. It's important to save textures/images in this way. Where it says Untitled, change it to "sm" Then go to Image > Save As and save it as "sm.png" in Gmod_PM_tut/Blender_files. Change the name of the material to 'sm'Ĭhange the Editor Type to "Image Editor" Click "New", name it "sm", 2048x2048, select a colour, and select 32bit float. On the right side of the screen, click on Material Properties and then New. Our player model will look pink and black unless we give it material and texture. Getting to this point is hard! Pat yourself on the back! From pose mode, press A, A (so that all bones are selected), Pose > Clear Transform > All.įrom Pose Mode press A, A (so that all bones are selected), CTRL+A > Apply Pose as Rest Pose Go to Pose mode, and select some bones and move/rotate them around. If you want to, go to Object mode and select the armature. Side quest: From here you could go into pose mode and check to make sure the weights are acting as expected. Turn the model around and check the different sides. Go to the Vertex Groups list and click on the top one (probably ValveBiped.Bip01_Pelvis) Go down the list (possible to use arrow keys as long as mouse is hovering in that box) and check to make the weight painting is ok. When finished weight painting, go over it one vertex group at a time.
MAKE A GMOD PLAYERMODEL FULL
This normally done with the paint brush, but for this tutorial select the verticies and using SHIFT+K assign full (1.0) weight. Using the Vertex groups window on the right, we will select the vertex groups one at a time and assign the verticies' weight. Weight Painting is the process of assigning vertices to the bones, and how much influence the bones have over their vertices.įrom Object mode, select the mesh, and select Weight Paint. Currently the bones do not control the movement of any vertices. This is a list of the vertices that each bone will control. In the properties window > Object Data Properties, you can see something called Vertex Groups. This allows the skeleton to control the movement of the body. This is crucial for this tutorial.įrom object mode, parent the mesh to the armature. One of them is for the weapon attachment. When doing the hand area, pay attention to the bones. Otherwise, it's worth taking the time to learn. If you are comfortable with Blender this will be easy. Save your Blender file as 'sm' (short for 'stickman') in "Gmod_PM_tut/sm"Ĭreate a mesh to outline the bones of the skeleton. Delete the mesh so you are left with the skeleton. From the "Gmod_PM_tut" folder, import 'male_09_reference_less_materials.smd' This is a model from Half Life 2, from which I removed things not needed here.
I don’t know much more beyond that, though.In Blender delete the cube, light and camera. I don’t specifically remember how, and I wouldn’t recommend this on average-grade PCs. It might be possible to see this in the viewport, by baking the animation and using the cache. There will be clipping issues if you do something like make the character sit or kneel without tweaking either the model, or the environment.
Finer movement of the cape requires more Physics Steps per Frame, which in turn requires more time to render because you’re gonna simulate that much more data. The cape should be affected by gravity, and by the movement of between the starting and ending points. NOTE: There should be a Camera in the scene directed towards the model, to capture this render. For this example, it could be Loc, or LocRot. Set a key frame at Frame 1, then another at Frame 30. The ragdoll / physics animation is shown in the render (F11, I believe also accessible from the Render menu up top). I’ve done limited experimentation with animations of models that have some form of physics on them, and from what I can tell…