View Full Version : how to rig for games
04-07-2003, 06:29 AM
how to rig for games, is there any rules, like for some engines accept only 25bones, no deformers, no ik handles, we have to use ik2Bsolver???
does anybody have any solution, tips or tutorials
04-07-2003, 02:44 PM
Hi I'm afraid it all depends on which game you want to include you model in.
I reccomend going to Polycount as they have loads of game specific tuts.
Also try PlanetQuake, PlanetAVP and others.
04-07-2003, 06:21 PM
It depends a lot on the engine that will be running the game
Some engines support IK, others (most) don't.
Some support dinamics, others not, some have limitations on the number of bones, others not.. etc etc etc..
04-10-2003, 01:28 AM
Couldn't you use IK and just "bake out" the rotations of all the joints. Same with using control objects, constraints and such. So, if you set it up right, I only see being limited in binding method and number of bones.
That sound correct?
04-21-2003, 05:25 PM
Why don't use all the tools you need... and then batch your animation sequence at the end. Only the position of each vertex for each frame will be saved.:lightbulb
05-11-2003, 12:36 PM
Basically a lot of issues are solved today ! It still depends on
the engine and especially the functions of the export.
But in general main characters in a game use a skeleton with
ik and fk, which is calculated in real time in the engine.
In a lot of engines You can use SC- or RP-Solvers not just the old "ik2Bsolver".
Still You can use baking for Characters which are not as important.
In this case You don't need to take care about all of restrictions.
01-14-2006, 08:00 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2015, Jelsoft Enterprises Ltd.