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Questions tagged [rigging]

The process of creating a skeleton that will be used for character animation in computer graphics. The process of binding a 3D mesh to the skeleton - a mesh that will be deformed by the movements of the joints and bones of the skeleton - is called skinning.

1 vote
0 answers
41 views

I made a character model with a rig for my game in Unity. The model itself is fine both in Blender and Unity. I decided to add customization of the character's clothing, which means that I need to ...
staff's user avatar
  • 31
0 votes
0 answers
94 views

I finally ported this model, but when I try to use the biped_simple rig in Source, I get this: ...
Aziah Hart's user avatar
1 vote
0 answers
31 views

I’ve been struggling with export issue between Blender and Unity, and I’d appreciate some help. What I’m Trying to Do: I’ve created a character and a chest armor piece in Blender. Both are rigged to ...
Hasan Huseyin Ozkaya's user avatar
1 vote
0 answers
344 views

Given: I have animation of character arming the pistol using IK. The pistol In Character's Idle State is on the characters hip and it's barrel is looking at the floor. Next I have armed state when ...
Taras Fityo's user avatar
0 votes
1 answer
146 views

I'm trying to create a game where the player is flying in an infinite tunnel in first person and they can control the tunnel's path in real-time. e.g if they press D, then the tunnel should turn to ...
kyopa's user avatar
  • 143
-3 votes
2 answers
214 views

MMOs use a different skeletal armature for pretty much every class, meaning that if you pick a paladin or knight you will never be able to wear archer clothing or use archer abilities because they don'...
Reincarnated as a worldbuilder's user avatar
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0 answers
77 views

How to get local offset of a control with Python in UE RigEditor? I’ve found a function to get global offset unreal.RigHierarchy.get_global_control_offset_transform ...
Dron4K's user avatar
  • 131
1 vote
1 answer
160 views

I am using finalIk to rig my avatar in my project. Looks okay. I also have a few animations downloaded from mixamo that I am using with it. However, there is a particular animation (clapping) that ...
Craving_gold's user avatar
0 votes
1 answer
468 views

I've followed all the online guides, I've changed characters (from a character taken from the Unity Asset Store to one from Mixamo), I've used animations taken from three different sites, but the ...
Baro's user avatar
  • 81
0 votes
1 answer
438 views

I’m working on a top down third person shooter game and was trying to add recoil animations that we can easily tweak through code for all of the different guns available. I wanted to do this through ...
Syed Munim Raza's user avatar
0 votes
1 answer
73 views

I've been stuck on this issue for a long time and it's been driving me crazy: I have this model of Jabba (see image 1) which I bought off of CG Trader several years back. I want the character to look ...
Manx30's user avatar
  • 1
0 votes
1 answer
334 views

Hi I have a model I rigged in Cinema 4d following the same structure as the UE5 mannequin that I've imported into UE. I am trying to setup retargeting however the animations have the feet pointing in ...
730wavy's user avatar
  • 101
0 votes
0 answers
432 views

TLDR; After some thought, I think what my actual issue is that the exported rig from blender somehow isn't satisfying the unity avatar. I did add some extra bones, and still planning to add more in ...
rminaj's user avatar
  • 101
0 votes
0 answers
323 views

Please Note: I'm having trouble placing pictures here, but I have a thread on the Unity Forums of this issue with images and additional video. Please refer: https://forum.unity.com/threads/models-...
JSparks's user avatar
  • 199
0 votes
1 answer
749 views

I have a question about rigging in Unity -. Is there a way to rig a 2D face on a 3D character in such a way that you are able to get a smooth transition between the different keyed mouth- and ...
Matthias S's user avatar

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