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Rigs for gaming (4 posts)

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  1. Rie

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    Posted 7 years ago
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    Hi, I've a question about rigging characters for games.

    How do people usually rig for background characters for games, which usually require a minimal of motion. And what exactly does it makes a rig heavy?

    thx!

  2. kwilli30

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    Posted 7 years ago
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    In general, rigs get heavy the more "stuff" you put in 'em. More nodes, slower rig.

    Potentially, you could make a rig that was only IK and transfer animation from the high res rigs to the low res rigs.

    Not sure how it is in games, but one thing that's worked nicely for me is to make a chopped up geometry version of a character, parent the geo as an FK rig, and bake the rotations from animation on a full res character. Then you've got no rig, and some animation.

  3. Smapdi

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    Posted 7 years ago
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    Generally speaking the tech budget is small in run-time, so the avatars/hero characters get most of the resources and npc's, small monsters, background characters get less love. It's typical to have slimmed down skeletons for the background characters. Like a thumb and mitten instead of a fully articulated hand for example. No roll joints, just one or two for the spine. Economy is the name of the game in games.

    This is even extended to the main characters as well with LOD (level of detail) systems employed. Usually in games, we cant have chopped up meshes. So we have a LOD system for meshes as well as skeletons (therefore animation). We degrade the high res mesh to create meshes that maintain the sillohette yet have less polys. We also drop animation on select joints in the skeleton. We do these processes based off distance from the camera or number of characters on screen or both.

  4. Javier "Goosh" Solsona (admin)

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    Posted 7 years ago
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    If you are concerned about the actual RIG, then you can have as much as you want. My rigs had a lot more controllers and you could do a lot more than many TV shows. But that's what the animators got to work with. What you export out is a different story. You can have different LODs on the exported skeleton.

    They can be, and often are, two different systems.

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