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Tutorial: (The Now Obsolete Way) How To Make Giants For The Movies Game

This page was dedicated to the now obsolete way to make giants. It is no longer necessary as LEFTY2016 @DeviantArt has released the Dwarves and Giants re-scaling scripts for TheMovies!!! It is like the DcModding days all over again. Very fortunate to have Lefty apart of the community. If you want his scripts go here to get them:

Here is a video tutorial showing how to use Lefty's script. It is for a dwarf, but this page was made when all we could make is giants. But the setting for making a dwarf or giant is the same: 0.1 - 0.9 for dwarves. 1.1 - ∞ for giants:

The way you change the size in his script is by adjusting a figure, the number used.

Lefty's Scale Number Script

Lefty's contributions has been nothing short of amazing for the Movies community. Stay tuned to his web page and his DeviantArt page to get the latest developments on his wonderful scripts. Simply amazing!!!

There was another way, a method that no one has yet figured out why it works. Perhaps there is a yet unknown flag in meshes. Lefty's compression theory is the closest definition to what is happening here because there really is no explanation. Lefty has shown that the animations can be adjusted to any size armature. Since my trick does not change the size of the armature, there must be a setting in meshes that sets the scale of a model. If this is the case then it is possible to never have to edit an animation for dwarfs or giants. All it would be is a matter of setting a flag in the costume itself. (Or horse, or UFO prop, or anything with an armature). It wouldn't matter so much for disk space as animations are small files but the time it takes to make them would be eliminated. However, how the hell could anyone find this flag in the meshes? It seems very unlikely that it will be discovered. The better method is Lefty's scripts. They accomplish much more then my old silly hack.

DibujanteTM from DeviantArt PMed and requested a tutorial for how to make giants. The very next day Lefty posted a journal entry about the new scripts he is working on to make Dwarfs or Giants. This is an exiting time in Movies Modding! But I thought, if I release the video people will think I am making it because of Lefty's new scripts. I only made it because it was a request from DibujanteTM at. And it is obsolete.

Discovered it by accident. I wanted to make sure a cape would move with the body as it walked, yet not lose it's tautness. For that I needed a single bone to hold it still while other bones still moved it. So I added the verts to the chest bone at 1.0000. In the game that part doubled in size. I knew the fix for this would be to run a mesh/clean meshes/weight normalize script. Which I did and it fixed it. But just then a thought occurred to me. What if this was more then a mere mistake? What if it was repeatable? Through trial and error I worked out how to reproduce this on any costume, dog, horse, or any object that is animated using an armature.

Giant Demon On Set

It's not easy to accomplish. Many things can go wrong. There is a sort of formula to get a costume into a giant and to get it to work. The hard part is avoiding the stuff that can ruin the result. If you get something wrong it is best to start all over. Make sure you have backups of your project. The giant above was weighted at a setting of 1.000 on a single bone.

Once you succeed in making a giant, you can use the model to append from and transfer its weights to a new costume you want to make into a giant. It is best to have one for each measure of weight. For 100%, or for 75%, 50%, 25%, or 15%

After I run through the steps, I'll give a list of things you must avoid or take into consideration. It is easy to get it wrong. And some of the things you normally would do for a costume must be avoided.

Import a movies game costume. (you can use a custom model but it must be imported first as a movies game mesh to get the property values menu active.) Go to the buttons window. Enter into edit mode and select all verts. Now pick a weight group to assign all of them to. That is what makes them into a giant.

There is a measure for how big you can make the giant. It is in how much weight you assign each vert with from the single weight category. If you assign 1.000 then you will get a costume that is double in size along each axis. This will also double the y axis so if someone is standing next to the giant, they might find themselves going inside its leg. So consider the scenes you use the giant in. If you assign 0.500 then you will get a 50% more larger then a normal costume. 0.250 will make it 25% more larger.

(Picture Of Edit Mode)

After assigning this weight do not edit any more weights and consider that part of the project done. Or make this step the last step before exporting the giant. Also, do not run a mesh/clean meshes/weight normalize script.

You should make sure that in the property value menu, (At top, select help/property values) and find the flag for how many bones can move a vert. And set it to 3.

Those are the steps but there are a few things to watch out for:

1)The game does not like control arms during animation. Giants with control arms don't work right. So you will have to delete those weight groups. This presents a problem as most costumes won't work right not having them. So you have to find a way to get arms working with out them. Once you do then you can use that model as a base for the shoulders. I have a costume weighted as a giant that doesn't have them. i forget what the weight setting was, I believe it is 0.300 but could be wrong. You can run a weight transfer from it to a costume to get its weights and have a giant of the same size. If you use it you must make sure to line up the fingers exactly as your costume. Otherwise they will get weighted wrong.

2)You must pick a weight group that will animate the totality properly. Though this may seem an impossible task, at 25%, that setting is barely noticeable. For instance, if you pick the foot, then every step will cause the whole to lift and sink during walking. (see face rig)

3)The weight you pick should not be the one used by the mesh for object animation. Meaning, if you chose the chest for the total setting, then every part of the costume will be a giant, accept the chest, which will be down where the chest should actually be. Therefor you have to pick a weight group that is not going to be used by the object. Horse and dog props have many bones not being used by the objects and this is a very easy step with them, but human costumes are different. I pick the root weight group as it is not needed for the belly and legs. You may have to tweak the area after removing verts from that group before the eventual reassigning of all verts to it.

4)Make sure the costume does not have any face weights. Although I did get a giant with face weights up and running, the result was not good. The face drooped. On the other hand it is possible to use more then one unused bone and it's weight group to make a giant. I haven't tested this, but if you want to test it, you can find a face bone not being used by the face, or remove all verts from a face bone that is needed the least. Then assign all of the face verts, instead of to the root, to that unused face weight. it would be turned giant with the rest of the body, but being this bone is so near all the other face bones, their might no be any drooping. On the other hand face animations are applied separately then the scene animations and might not respond to this trick.

5)It might not work. Even after doing the steps it still might not work right. For instance I made a giant with several pieces of armor that were separate objects. All the objects accept for 2 became giant. Those two other pieces stayed normal size. I repeated the same steps three or four times and still the same result.

Here is a blend file of a male human with a head. It has no control arm weights, and is weighted to about 0.300 for giant. Their is a hair very near the scalp and the reason is, you may have a hat or a large hair style on the object you also want weights to be transferred to. So in Edit mode you can expand it to surround the hat or hair. What you do is append this object to your project and run a weight transfer from it to make your costume a giant which is 30% larger. It also has no uvmap or texture or material so it won't carry over to your project. Once the weights have been transferred, delete the object.

I don't have this yet/anymore. I'll make another when I get to it... Download: Blend File To Append From

Like I said, the hard part is making sure the wrong thing doesn't happen to the project before exporting. If you do get it wrong it is best to start all over. Do not run a weight normalize script after assigning the giant part. That will return the costume to normal size. I made some dinosaurs for the horse prop selection and adding this trick will make them super large. So there's other stuff then just the costumes you could use this for.

(Dino Blender Pick)

If somebody wants to narrow down what is happening to allow the giants to exist, here is what they could do. First get a good hex editor. Next make a costume that is not a giant. Make an exact copy, only this time apply the giant trick. Be sure to run and export both costumes through blender so that the hex editor sees also from both what has happened after being through blender. Next run a tool in the Hex editor that can see the differences between the two meshes. What ever it finds would have to be the reason for it being a giant.

I'm speculating here but I wonder if the game might allow for this by design (an Easter egg never developed further) and Glen's script is somehow triggering it by accident, by the way it's processing the data in blender. I'm hoping this is the case because then there are many more options to uncover. Whatever the reason for giants, there may be a way to make midgets or children as well. The values you see different in the meshes, change them and see what results you come up with. You might even be able to triple the size. Or it may crash the game. If you make adjustments with the hex editor to the mesh file, save it as a new mesh so that if the new one crashes, you can try it again with a different value. Just because it crashes doesn't mean it won't work, just add a different value.

Update: The formula above works and can make giants. It will work for anything that uses an armature to move it. Examples of such 3D models are costumes, heads, dogs, horses, ants, cows, the flags, a shower curtain from the hotel and bathroom sets. These can have the weights altered to make them into giants. Even though the formula works, it is not precise. This is mad science, of course. And not only is this uncharted territory, it may be happening completely by accident. If it is an accident then the final version of the formula will have to be another trick, like it is now.

It is not complete, because I have found out that in some instances, a giant can work despite the things to avoid. Always avoid the control arms. Remove those. They might have a separate pass for breathing, or giving the appearance of breathing, and this separate pass is not allowing for that part of the model to become giant. Horses have no control arms so this seems like the case. Some further tricks have to be deduced to allow a better giant. If you use the root as the weight that will allow the whole to be giant, the arms move too far in scenes to be smoothly animated. In some scenes they will curl in on themselves. This is because the root bone is farther away from the arms. I have found a work around but have not yet created a formula, which is to say in trials and errors, parts of proper giants did get made.

The rule is that what ever weight group you use to make a giant, it must not be used twice in an instant. You can remove all verts weighted to the root and the costume will still work. Some costumes have maybe a couple verts weighted to the root and in such a case you must remove those verts from the group before making the giant. Here are some steps if you wish to use this trick:

  • Import a costume (give it a head or use one that already has a head)
  • Remove delete the root group
  • Assign any remaining groups to the lowgut group (That would have been only assigned to the deleted root group)
  • Do a weight normalize script (only in this instance)
  • Export the model as a temporary mesh file (.MSH)
  • Clear Blender and start all over again
  • Import the last temp mesh file just exported
  • Go into the 'Help" property values menu
  • Set 'how many bones move a vert to 3
  • In 3D window, go into edit mode for every object (and maybe there is only one object)
  • Give it a new weight group in the buttons window. Call this group 'root'
  • In 3D window select all verts (hotkey A button)
  • In buttons window click the assign button where root group was created
  • Do nothing else, Just export the model as a new costume

As mentioned earlier you could have decided how big the giant is by selecting the value to assign the wight group to all verts. 0.000 is zero giant. 0.025 is 25% larger. 0.50 is 50% larger. 1.000 is a double sized giant.

Update: Narrowed down what is happening. Any weight group can be a giant's weight group. All of them at once could be, but that creates a problem. Many costume's verts share weight groups. And if one of them has a different setting then the other then this messes things up. Which is why to choose a bone and corresponding weight group that is not needed. Most likely for costumes that is the "Root" group. However, there is a way to make a proper giant move smoothly as if it wasn't a giant. It's not perfect but will work. No vert can share weight groups. Costumes need to share them to have smooth movement. Like elbows and knees and shoulders and necks. Anywhere the bones meet each other on the body. But robots can be rigid and not share weight groups. The Movies Game's robots do have some parts sharing them so you would have to tweak them first.