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[WIP] Add a proper rig for the human #1251

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stilnat opened this issue Sep 4, 2023 · 3 comments
Closed

[WIP] Add a proper rig for the human #1251

stilnat opened this issue Sep 4, 2023 · 3 comments
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Feature A new system or other feature. Needs Discussion Let's talk! Needs Help! Please, help me!

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@stilnat
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stilnat commented Sep 4, 2023

WARNING : This issue needs to be better defined.

Summary

Currently, adding animations is inconsistent. the goal is to set up everything correctly so that one has a known process and know
what to check for when adding an animation.

Goal

  • Provide a good rig, avatar and whatever necessary to make all kind of animation works.
  • Set it up with a good amount of working animations to show that it works.
  • Suggest and provide a format for human rigs with proper naming.
  • Provide documentation for new animations to come.
@stilnat stilnat added Needs Discussion Let's talk! Feature A new system or other feature. Needs Help! Please, help me! labels Sep 4, 2023
@stilnat
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stilnat commented Sep 4, 2023

adding @Seteron notes here to not lose them and can be useful to whoever takes it :

Firstly the cripple files don't seem exported correctly so I tried some manual fixes on them, not all this stuff will be correct for every file
Secondly export settings should have Apply Scalings as 'FBX All' and 'Apply Transform' ticked, these are the values I've generally found most correct for exporting to Unity
The third thing is, the armature in-game is different than the one the Crippled files are using, not sure which one is the up to date version.
The quick fix I used was to create an empty object in Blender and parent the HumanArmature to it to make the hierarchy match closer.
I also had to rename HumanArmature to Armature to make it match the ingame one better
This makes it match close enough to mostly apply to the ingame skeleton
Fourthly: for animations you usually want to have
" Limit to Selected Objects "
ticked in export settings, and select the armature and parent if necessary in the hierarchy before exporting. This ensures that only the armature and the animation get included in the FBX, the bare minimum

That there is the basics for the blender stuff
On the Unity side, I temporarily sidestepped the mismatching avatar problems by applying the avatar mask in the import stage.
You do this by going to the 'Animation' tab of the imported animation fbx, select the Clip you you want to mask from the list, then scroll down to the 'Mask' dropdown.
You use 'Create From This Model' as the definition and then you can just tick the parts of the armature you want the animation to affect
After applying the import, the last thing to do is to select the animation clip in the imported fbx's right arrow thing, press ctrl+d to get a writible copy, and then tick 'Loop Time' and 'Loop Pose'

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stilnat commented Nov 17, 2023

close because redundant with #1333

@stilnat stilnat closed this as completed Nov 17, 2023
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