Character Rig question.


#1

Hi guys,

I have some question about rigging for in game character.

Here I attached my character.

I can’t continue to optimizing my character since I have some question for later on rigging.

Which is the best way to rig an armor for games character? seperate the armors? or merge it all in 1 low poly mesh and paint weight later?

Or some of them is merged with the low poly body, and the rest is seperated? How to decide which armor should be seperated and which armor/clothes should be merged?


#2

Hey there,
Rigging armor for a character is a bit tricky. The key to rigging armor,I’ve found, is how you paints the weights. I’ve rigged quite a few characters where the modeller built the armor and body separate, then combined them into one mesh.Then I would create a joint skeleton and add single joints branched off the heirarchy and paint the weights of armor onto these individual joints. For example, on this character’s chest I would paint the weights to the spine joints, then I would grab the vertices on the breast plate armor and paint the weights to a separate joint created only for the chest armor. I usually get good results this way, but again the key is how well you paint the weights. However, you might run into some problems with having the geometry intersect with itself. Good luck!!


#3

In my opinion, if you can divide the mesh into body and armor, then do it. You will be able to let the armor plate slide over your characters chest as well as be able to move your plate on the back slide around without crashing into your chars head.

Have fun

Chris


#4

I’m with dankelzahn…you have more freedom as to what to do with the armor for a bit of extra work.also i’m having the same problem right now.I have a character which was in pieces and made it a nightmare for me to skin.I ended up combining and merging everything into one including the face and neck.now after having rigged it i need to make a different version where the body is rigged but the face is not rigged and will use blendshapes.But having combined and merged everything i’m having a problem because the blendshapes as it is will be the entire body geometry.anyways my point is you should do it like dankel said because that way you avoid other unexpected problems(not the same as me but sth as probable).


#5

Well I dont think that s really a problem you can deal with both methods work best as you want then if you have limitation from the engine which might require a single mesh you can collpase the skinclusters in a single one.
But Imo starting with separated body and armor might help a lot and if needed you can always copy the skinCluster from body to the armor


#6

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