Hatred
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Blender and Hatred modding: Character rigging.
By kiwi
This guide is the "offical" guide for character customization by using only blender and the hatred editor. This guide includes character rigging, blender cfg, and basic how to's in the best way i could possibly describe it.
   
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Introduction.
Hello this is RangerRules here and I would like to offically welcome you on how to rig characters inside blender for hatred. Below is the content in which I'll try my best to memorize and or best describe on the following subjects: setting up blender, importing/exporting, posing and finally rigging and uh exporting hah.

I hope you enjoy this guide and have fun.
Part I. Setting up blender and poses
Hello! Before we begin I need to remind you that it's vital that you save under different file names! LETS START!
Before we start you have to get the FBX importer/exporter plugin from here.[wiki.blender.org]
and get a version of blender that works best for you and that works for this plugin; I'm currently using blender 2.78.
Also be sure that you've enabled the plugin in user preferences; that's located inside
file -> user preferences -> add-ons -> import export.

you can either install it from the zip/file which is also located in file -> user peferences or just go into blenders installed directory.



The plugin should be in import/export if there isn't a checkmark by the importer/exporter click it.

I may also suggest on setting up your scene, in order to do that you have to go to properties scene and enter a new preset called unit preset; if that's already available inside blender then be sure you have these values pictured here.



Now that you have your scene ready and prepped; it's time to import your model.
Go to file -> import
I'd also recommend importing the main hero model, in order to do that open up the hatred Editor and go to character mainhero and export either sk_ch_mainhero_vest_01 or sk_ch_mainhero in which ever folder your working on and import it from there using the FBX importer/exporter.

Now it should be file -> import -> FBX and it should work.
also delete the plain axis which is right below/between the main hero's feet as it WILL f!@# you up!

If you have to resize your model from bones in object mode that's fine; but never resize the main hero bones to fit the model.

Also in import FBX you should ignore leaf bones; otherwise your model will appear small.



After you've import your model and the mainhero model make sure the model you are working on is in a T pose with an existing skeleton by setting a new rest pose.

In order to do that; it will need an armature modifier which should be present depending on what model you're working on. After you get a new pose in the T-position go to the modifier and click apply then go to pose -> apply -> apply as rest pose.



Result should be just like this.

It should be in the T-pose position now at least and it should match up closely with mainhero.
the next part is going to be tricky.
Part II. weight transfer and editing.
Now here's the fun part
Now you have to transfer the weights from mainhero into your model, to do that you should go to properties -> modifiers -> data-transfer and then select vertex data > vertex group(s) > all layers > by name.
Don't worry about bevel weight, that will not be needed at all.
Mix mode should be replace.
Hit generate data layers and it should transfer vertex groups from the selected object.
Then hit apply.
You should have a new armature modifier by now so it is recommended that you do so in add modifier -> armature.
You don't have to apply the newest modifier but you need to define the root bone which should be object root.



After that you need to edit the weights to the right part of the model if needed but you also need to delete the main hero mesh and unparent the rig (after you transfer weights also save before you do this!). To do that you need to go to the properties window and then go to object go to relations and click the X icon by the word root. The reason why you might need to edit weights is mostly because transferring data weights ins't always accurate and it's up to you to edit those weights. The weight editing tool is located in the 3D view window at the bottom where object or edit mode is, click it and you should be able to see the weight editor (weight paint).



After you are done weighting your model, you need to set rig as the parent. to do that you need to go to the properties window and then go to object go to relations and set the parent as Root.

I sure hope it was worth the weight.
Part III Finishing up.
Almost everything is complete! Barney has to buy me a beer!

Alright so now that you've done all of that, now it is time for you to export your FBX file.
It's highly recommended to export it as a fbx (bin) instead of ASCII.
To export the FBX file go to file export FBX and it should give you a list of options to choose from.
choose .fbx (bin).

In main don't use selected only you should've deleted and unparented the mainhero mesh from his skeleton by now and applied it to your mesh!

In modifiers keep it checked. do not use normals only instead use edges or faces (mostly edges).
In armatures uncheck add leafbones and switch null from the armatures tab to root.

Once that is done go ahead and export.

Once everything is finished you should boot up the editor and go to characters create a new folder and import the fbx.

Here are the recommended options.

10 Comments
Prospero Decay 8 Sep, 2024 @ 7:59pm 
Мне лень писать на английском, так что скажу на русском - СПАСИБО БОЛЬШОЕ, теперь я столько персонажей переделаю.:gordon:
DOOMGUY 21 Sep, 2021 @ 6:22pm 
Thank you!

I can't wait to see a mod where the antagonist is replaced with characters like Taihou (Azur Lane: Crosswave), Kazuma (Konosuba), Uzaki Hana (Uzaki-Chan), and Postal Dude V2 (Custom Postal Dude model that looks like next gen Postal 2 Dude).
76561198748933168 30 Nov, 2017 @ 10:29am 
cool, thank u man fav guide
Vergil 28 Nov, 2017 @ 5:10pm 
I haven't done that for my DMC and Craxi mods and left them with the materials created by importation, they look plastic and glossy, they're different in my map mod tho :o
Vergil 28 Nov, 2017 @ 5:08pm 
You can get a better result for characters by creating material instances from the base civilian cloth material, it's almost no effort at all if we consider that your custom character came with specular and normal map files.
kiwi  [author] 28 Nov, 2017 @ 2:25pm 
Although you can disable it when you've imported the finished if you need to make a change.
kiwi  [author] 28 Nov, 2017 @ 2:23pm 
I've actually kept that enabled because it automatically creates a material for me and I can edit it later.
Vergil 28 Nov, 2017 @ 6:31am 
You should also disable "Import materials/Textures", all they do is clogging your destination folder with piles of junk.

It's better to manually import everything for better folder organization.
B Dawg 28 Nov, 2017 @ 6:20am 
0/10 got my model's dick stuck in a toaster
kiwi  [author] 27 Nov, 2017 @ 11:51pm 
My head took a beating from writing that lmao.