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View Full Version : to video games riggers - need advices


WhiteMage
12-11-2009, 07:03 PM
I'm always having problems with my rigs because I try to use the very minimum controls possible (let's say I'm rigging for a low poly Nintendo DS machine). For some animations it'll work fine, for others I lack enough controls.

Basically, I don't know what's OK and what's NOT ok when rigging for video games. Can I use IK for arms? (didn't they use FK only for arms some time ago? maybe still?) If I'm using FK arms, can I use orientation constraints? Can I also use it for the head? Isn't using FK, without any sort of constraints, a pain when you're doing an animation that requires some sort or orientation control? Like for the head or when the arms need to keep pointing forward whenever the spine rotates?

What would constitute an common video game rig?

Anything you can share with me I'll appreciate!

thanks,

Dimich
12-11-2009, 09:17 PM
Hey, so to make it short, rig all you want, but make sure to keep the export rig separate from the control rig. Basically the engine in the end just gets the position and rotation of the joints (some engines also get their scale). There are some ways that some engines support that allow you to have the export rig and the control rig be in the same hierarchies, but you can use some naming conventions to let the exporters know that these nodes do not get exported. But obviously some don't.

Some companies make pipelines where you would have 3 different rigs: motion capture, Control Rig, export rig. That might be what you will be after in the end. But the user interface nor the control methods should matter just as long as the final output is on bones that deform the character.

WhiteMage
12-12-2009, 04:19 PM
Thanks! I was hoping for something along those lines :)

dperianen
12-14-2009, 11:05 AM
I've been wondering for sometime about the rig requirements needed for game engines. I wonder if the documentation for the engines such as Cry and Unreal are openly avaliable to public? Thanks for the intel :)

Darksuit
12-14-2009, 03:38 PM
It should also be noted that some engines also have export bone limits as well. This is mainly based off the game engine and the lowest end video card that is being used for testing. IE, some of the low end video cards only support showing 32 bones per character. So this is something that has to be taken into consdieration. There are a number of other little trival things but those will all very based on the game engine you are using.

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12-14-2009, 03:38 PM
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