** @theANMATOR2b **
I went through your posts, or at least most of them I guess, I’ve noted down a couple of advices regarding exporting from 3DS Max to Unity, one being
“Uncheck triangle pelvis and check triangle neck under biped structure.”
and another being:
“a base rig imported into Unity without animation, one large fbx for animating (copy/paste poses and other beneficial workflows for having all the animations in one file), and one .max/fbx file per animation for importing into Unity”
Don’t know if I’m missing anything else…
** @mikesawicki64 **
I suppose custom bone setup is the way to go when you need the most control out of your rig, the reason I prefer going with a Biped or CAT rig is purely because I’m not an experienced animator, so the idea of having to make every single animation from scratch kind of frightens me. So, at least at this point, I find very convenient to start sometimes with a .bip or .bvh file and edit it to match my specific needs.
** @Jself **
I started using Biped simply because it was the first one I came up with during my initial research, followed some tutorials and seemed less intimidating. I tried switching to CAT in my previous (and first complete game) app after having rigged with biped, I thought it would be easier, for some reason I cannot recall (it’s been a few months) I had trouble either with rigging or exporting that made me give up…
To be more specific and refer to the specific project I’m working on right now, I have a model that consists of several separate meshes(head, eyes, nose, ears, tongue/teeth, clothes, legs, shoes, hands are all different objects). From what I’ve seen (and learned the hard way) it’s best to work with as few objects as possible, especially when you intend to make a mobile app like me, since the draw calls are raising exponentially inside Unity, rendering the game unplayable. So normally I would attach all the objects to a single Editable Poly, make my animations there and export to .fbx. That’s what I did in my first game
(you can check it out here by the way:
https://play.google.com/store/apps/details?id=com.zennogames.drunkted3d)
Now I want to do a few more things though. I want to move the eyes independently from the rest of the model, open/close mouth and maybe change clothes in-game. I will also need to edit my model to correspond to different ages. These things raise some issues that would be nice if I knew the right way before I start rigging like I did before, leaving me with the option to simply add on the work that I’ve already done and not having to delete my work and start over.
So:
-
Eyes
From the little I know, seems like quite an easy task, they will have to be a separate object, add a couple of custom bones and link them to the head bone. Right?
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Mouth
That looks a bit tricky, I would probably have to add a morph modifier to the face mesh and add some controls. I have no idea how to do it, I’ve downloaded some tutorials to look into, I’m not sure if the teeth/tongue should be a separate object or not.
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Clothes
That I find a bit hard. First of all because in my model there’s nothing below the clothes the model originally wore (it’s not like I could hide the clothes and see my model naked), there’s no geometry there so to start with, I would have to guess some anatomy and redesign the whole body, since not all clothes would cover the same area of the body. Apart from that, I’ve read that I can share rigging and skinning between different models. If this is the case, I could model e.g. a different set of pants and copy/paste the rigging from the original model. Is this true? Or would I have to make a new rig every single time? And does it make sense to model a naked model and separate objects for the clothes? Or different files consisting of the body along with the clothes and use them as a single object each time?
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Different ages (similar models with minor editing)
In this case, would I have to rig the whole thing every time all over again? Or for example if I scale the forearms in my model it’s easy to use the previous rig and just scale the forearm bones, maybe edit those specific envelopes a bit and the rest would work just fine?
At this point, I’ve attached ALL of my objects to a single Editable Poly and started rigging. Does this make any sense to do that and later on for example delete the eyes elements and rig them separately, doing the same for the rest of the stuff I have in mind? Or am I going completely the wrong way here?