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Need Some Help - Creating and Rigging a Custom Team Fortress 2 Character Model

With the recent Polycount Pack contest, I thought that maybe someone here would have the knowledge to help me out. I've searched the web, and am still doing so, but I have yet to find a tutorial regarding the proper rigging of a character for use in TF2. I've also added pictures to better illustrate some issues that I am having.

First of all, I plan to do a complete remodel for the Medic. My first instinct is to build the model itself around the Medic rig, and attach the bones to the model when I finish. Here is a picture of the Medic model that I am using from "sourcesdk_content > tf > modelsrc > player > medic > parts > maya > medic_reference.ma"
http://dl.dropbox.com/u/3625704/tf2_question_1.JPG

The skeleton in the model looks like this:
http://dl.dropbox.com/u/3625704/tf2_question_2.JPG

First, if I use the medic model, am I able to remove certain bones without affecting its usability in the game? My model will not have the long jacket, so I don't want the bones that control its movement.

Second, am I going about this process correctly? I'd hate to model everything only to find out that I was using the wrong rig.

These are the only questions I have to start off, so i will leave it at this for now and ask the other questions as I get to them. Any help would be greatly appreciated, because I would really like to get a start on this as soon as possible.

Replies

  • cryrid
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    cryrid interpolator
    I'm not sure if deleting the bones would work out if the existing animations are looking for them to do something. You could just weight the model in a way so that those bones have 0% influence over the verts. That way they're free to do what they're already doing, it just won't deform your model.
  • Evicted
    Ah, I didn't think about that. Thank you very much, that should solve that problem. Does anyone have any idea if the model that I am using is correct? I'll feel much better about starting this if I know that I'm using the right base.
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