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Master Of Disaster

An easy way to learn to model bodies???

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I've tried making units since OFP and I've never had any real luck. I don't even know what the blue vertices are!?!?!? I'm completely lost! I know I can make awsome looking units, but I don't know how to. Is there an easy way to learn how to make bodies besides BIS's sample model? Any help or tips will be appreciated. Thanks!

P.S. I can model, texture and config...I'm just lacking in creating bodies.

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P.S. I can model, texture and config...I'm just lacking in creating bodies.

Sorry, I don't understand, what are 'bodies'? If you can already model, texture and config then that's all there is!:confused:

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I think bodies is refering to playable units, like people etc.

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I've tried making units since OFP and I've never had any real luck. I don't even know what the blue vertices are!?!?!? I'm completely lost! I know I can make awsome looking units, but I don't know how to. Is there an easy way to learn how to make bodies besides BIS's sample model? Any help or tips will be appreciated. Thanks!

P.S. I can model, texture and config...I'm just lacking in creating bodies.

Is it the actual shape of the body you are struggling to recreate?

As you started to get at in your post, most people use the BI sample model as a base, at least when they start out.

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Well the thing about the BIS model is it's not what I'm looking for. There's too much extra junk on him and he's wearing body armor. What are the blue vertice things are, like when you select a selection name, the edges appear as blue. That's throwing me off so much.

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the blue vertices mean those verts are assigned to multiple selections but they are welded

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From what I understand it has to do with vert weight as in how much a certain vert moves with an animation

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It is relatively easy to create new characters, from the model example of BIS, with or without body armor, with or without any equipment, with or without the base form.

It suffices to retain only one thing : only the vertices move in the animation and it is only the vertices that deform the model.

We must identify the different selections and make copy / pasted vertices which are nearer to the area we want to transform, either by adding or removing vertices.

Then he must connect with additional vertices those of the original model and create faces or polygons. The color in shades of blue / purple vertices corresponds to the "weight" they are filled and which determines their deformation when animated.

When all this is done with thought and logic, we end up with a model consistent with our original intention and that deforms just as gracefully when he is animated in game.

Copies of vertices, keeping their information weight ...

I made my VDV as armed assault and I realized my characters of the French army, for the mod FAFw, in arma2, in this way: I am so free to leave the model imposed by example from the developers.

You can do the same, keeping constantly in mind during your manipulations, only the vertices are deformed during animation.

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Ok, so really there's nothing special to the blue vertice thing. It's just means that there is multiple name selections assigned to it and the more blue vertice the more weight or movement it has in the game. Is it safe to assume that even though it sounds that easy, making a new body will be a trial and error process. I remember modifing a body in ofp and he always had deformed hunched shoulders. I guess that was because the appropiate name selection did not have enough "weight" within the arm to prevent it from hunching up so much.

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It will be very much trial and error. The best thing I actually found that helped me (mentally) was to put the BI skeleton ingame as a soldier model. Then you can see specifically how each skeleton section animates.

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where can i find the BI default model?

i need to take some sections from it to help my with making something but i dont know where to find it?

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