Skip to main content

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.

Filter by
Sorted by
Tagged with
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
343 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
0 votes
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
437 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
333 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
322 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
0 votes
1 answer
282 views

I'm making an action game in Unity, where the player character can hold an item in either hand, and some objects are held in both. I want the PC to be ambidextrous, so I essentially need to be able to ...
Daniel Steckly's user avatar
0 votes
1 answer
522 views

Hope all is well with you! I am messing around with a game idea in Unity. I am working on getting a good IK rig going on for the player since it will be an important part of the gameplay. I currently ...
Max's user avatar
  • 3
0 votes
1 answer
158 views

I am trying to get different models to go through animation cycles in Unity. The first four models are from Mixamo. Does anyone know why my characters end up like this (lodged into the ground) when I ...
tak's user avatar
  • 1
0 votes
0 answers
592 views

I am working on rigging my first unity character made in blender with the Rigify addon. I converted the rig into a unity ready one with the rigify to unity addon and imported my model but I'm having ...
MSR's user avatar
  • 1
0 votes
0 answers
119 views

I'm working on procedural animation for a robot-walking character in Unity. Currently, I'm using a Chain IK constraint for movement of the leg because the leg has three joints. I set the position of ...
Max Bailey's user avatar
0 votes
0 answers
1k views

I have a control rig in Maya and I want to import the same rig to Unreal for Keyframe animations. Is there a way to transfer the rig from Maya to Unreal. Thanks in advance.
anoojg's user avatar
  • 1
0 votes
0 answers
94 views

Demonstration of the problem - video My export settings My Unity import settings Rig Settings Animation Settings
White Raven's user avatar
0 votes
2 answers
947 views

In this video after about the 8th minute, he says he converted them from character rigged animation to the frame by frame animation, so I searched but couldn't find any answers on google. How do I ...
ram tejesh's user avatar
0 votes
1 answer
215 views

I am on my project, but find it hard to understand what I'm missing from those few animation and rigging tutorials. I have an FBX I modelled and rigged from blender... Or I could just take a model ...
Aeonitis's user avatar
  • 103
0 votes
1 answer
3k views

I'm trying to find a quick reference to match Mixamos rigging hierarchy. I'm confused over which bones are 'root' and how many bones in the spine/pelvis/chest etc. I want my characters I make in Maya ...
I_Keep_Trying's user avatar
0 votes
1 answer
1k views

Paid for animations thinking they would be fine and they mostly are but... the hands are using these IK bones that I do not have. Is there a way I can add the bones to my meta skeleton within unreal? ...
EdelweissPirate's user avatar
3 votes
0 answers
74 views

I am using some placeholder humanoid models for my game, which will be replaced later. I am concerned that when I replace them, they will not work with my animations, due to different rigging. Is ...
Evorlor's user avatar
  • 5,881
0 votes
1 answer
736 views

I have some rigged 3D models that I want to use. They came as .fbx. and sometimes I want to make some minor edits such as merging/moving/removing some vertices or something of that nature. The Problem:...
danglingPointer's user avatar
1 vote
1 answer
1k views

Although I have seen a few questions that are similar to my own, none had specific or clear answers that actually solved the problem, so here I am. Just recently, I have imported a rig from Blender ...
Toman800's user avatar
1 vote
1 answer
547 views

I am facing a strange problem with a model I rigged in Blender. Everything in Blender seems fine: All scales and rotations are normalized There is no unassigned vertex There is no weight bleeding ...
Luke's user avatar
  • 111
1 vote
1 answer
7k views

I'm using Animation Rigging in Unity and was having some success until I realized my rig was built on the wrong GameObject. This was causing the Animator on the character to be overridden by the ...
Evan Ward's user avatar
  • 125
0 votes
1 answer
879 views

I created a character in Adobe Fuse, sent it to Mixamo for rigging with blendshapes and downloaded the fbx for unity file. Below is how the character eyelashes appear in Fuse.. However, when I ...
Vipin Verma's user avatar
2 votes
0 answers
401 views

I finished my first 3D Character with a couple of animations using Blender 2.8 and Rigify. I'm exporting it to Blender as FBX file and everything seems to work. The only problem I have is with the ...
RavenJeGames's user avatar
0 votes
1 answer
2k views

I created a model in Blender but recently I stumbled upon a video claiming that you can add rigging to a model in Unity. So instead of rigging in Blender, is it possible to do it in Unity?
sandalsAndMore's user avatar
0 votes
0 answers
91 views

I'm making an AR test where the player takes a photo, them i get the bones from the pose and set a t-shirt sprite's bones position to match the ones from the photo. I was wondering if there's any way ...
Alexandre Souza's user avatar
0 votes
1 answer
1k views

I'm using Unity 2019.3.3f1. I create the character in Adobe Fuse. I uploaded it to Mixamo and choose an animation. I then downloaded the fbx for unity file. When imported into Unity, it is visible ...
ManoTech's user avatar
  • 157
1 vote
1 answer
2k views

I am working on a Unity scene and as the 3D model is missing the bones, I ended up going to Blender for the rigging. For that, I followed the procedure that Unity suggests by using the add-on Rigify. ...
Gonçalo Peres's user avatar
0 votes
0 answers
333 views

I'm trying to create a custom mesh and rig in stock Blender 2.8 and export it via .fbx to stock UE 4.23. Unfortunately, the bones of the skeleton end up in entirely the wrong place. In short, the ...
Star Hunter's user avatar
3 votes
0 answers
95 views

How to rig an unity tank track? Does it use animation or it use some another ways. Can anyone explain how to do this. thanks
Sugendout's user avatar
0 votes
2 answers
622 views

I've imported a character from Blender. The character is made of metaballs and so doesn't import properly. I'm trying to edit the character within Unity using the rig from the original Blender object. ...
Justin Helps's user avatar
3 votes
0 answers
84 views

As an example: Say you're animating a skateboard. The board has a nose and a tail. Normally, the nose points forward and the tail points backward. Now say you have two animations: idle and trick. The ...
IanLarson's user avatar
  • 811
0 votes
1 answer
98 views

I have skinned and rigged a human character with IK / FK and helper objects to control the position of the IK goals and the rotation of the bones. For example, the characters' left arm IK goal is ...
user avatar
0 votes
1 answer
2k views

I have recently been exploring Unity's inverse kinematics, to further polish the interaction between our rigged avatars and props. I have made a sample project, using PuppetMaster's basic humanoid for ...
Zoop's user avatar
  • 161
0 votes
0 answers
207 views

I am trying to make a system where players can change out their clothes with others if they like, and even layer up clothes such as covering a shirt with a jacket, then an armored vest. I have ran ...
Kenneth Carrington's user avatar
1 vote
0 answers
133 views

There is this 3D model one can download here and then import to 3DS Max with XNALara importer. (Side note: XNALara is also known as XnaPosingStudio) Now this model already comes with a skeleton ...
user43537's user avatar
0 votes
0 answers
829 views

Basically this is the set up: An N amount of prefabs are bundled together into a new GameObject. This is then merged into a single main mesh composited of M amount of material submeshes. The shape is ...
Alx's user avatar
  • 133
1 vote
2 answers
2k views

Hello I have some 2d character in sprite I've rigged to use in Unity 2D.Something like this, with separate body parts. Although I've used weights and geometry, these body parts are supposed to move ...
practicemakesperfect's user avatar
1 vote
1 answer
1k views

So, I'm trying to make a simple RPG game using Blender and Unity. I would like to have an empty object to be used as a weapon holding position parented to my right hand bone so that I can switch ...
Mpsteve137's user avatar
0 votes
2 answers
5k views

I'm trying to create an animation inside Unity using the animator tool, however the record tool isn't recording my changes and I'm struggling to get this to create animations. I have created an ...
Bradly Spicer's user avatar
1 vote
0 answers
66 views

I am making a game engine, using the COLLADA format for my models. Part of the requirement for my models is partial animations, for example if the model was a person, an animation could only affect ...
BWG's user avatar
  • 167