[Blender 2.8/2.9] Game-ready Rigs #3 – Rigify for Game Engines (UE4/Unity/Godot)



This is a new video in my Blender to Game Engines series (aka « Bridging the Gap »). Here is the full playlist:

This video is made possible by the people who support me on Patreon and Gumroad.
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Rigify rigs are not well-suited for games. If you export a vanilla Rigify rig to a game engine it will bring along many unnecessary bones and a bad hierarchy.

In this video, I show a workflow to make any Rigify rig ready for games. The process is very similar to my previous video (« How to make existing rigs game-ready ») but I also show some Rigify specific techniques and pitfalls.
As always the workflow complies with the « game-ready principle » that I explained in the previous chapters.

Chapters:
0:00 Chapter Intro
1:11 Series info
1:36 Process Overview
3:42 Step 1 Duplicate the rig
4:08 Step 2 Rigs Clean Up
4:50 -delete non-deforming bones (Rigify specific!)
7:34 -remove constraints
7:46 -remove bendy bones
8:19 -remove drivers and custom properties
9:31 -clean up Control rig
10:07 Remove Squash/Stretch
12:25 Fix hierarchy (Game Rig)
17:29 Another note about Squash/Stretch
18:13 Constrain Game Rig to Control Rig
19:24 Re-parent the character
22:01 Walk cycle using Rigify Animbox
23:50 Baking actions to the Game Rig
25:33 FBX export-import
26:26 Outro, Like & Subscribe 🙂

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KA2Studio
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