[Blender 2.8/2.9] Game-ready Rigs #1 – (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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Intro to Blender Armatures video:

In this video, I try to explain the « fundamental principle » that will make your rigs ready for export to a game engine. What we do here will apply to almost any engine. In later chapters, I’ll also make videos that are focused on a specific engine (Unreal/Unity/Godot). For each game, we cover we’ll do slight modifications to this technique to get the best results out of it. But understanding this general workflow will make our work much easier so please don’t skip this chapter!

The « basic principle » consists of splitting your character rig into a « game rig » and « control rig ». The « control rig » allows you to easily animate your character in Blender. The « game rig » on the other hand is kept very simple, just the way game engines like it. We then establish a connection between the two rigs using constraints but avoiding any parent-child relationship between the two armature layers.

This video demonstrates this technique when building a rig from scratch

Chapters
0:00 Blender & Game Engines (Course info)
0:34 What is a game rig
3:04 Two approaches for creating game rigs
5:00 The Basic Principle (!!!)
6:17 Creating the Game Rig
10:08 Creating the Control Rig
10:26 Creating a connection between Game Rig and Control Rig
13:06 Tweaking the Control Rig
15:23 Making changes to the Game Rig
19:56 Making the Control Rig non-deforming
20:57 The Basic Principle (Again!!!)
21:48 One Rig or Two rigs?
23:32 Quick note about the Control Rig
24:09 Next steps and future videos
24:50 Patreon. Like & Subscribe

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