Character rigging: Difference between revisions

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m added note for irregular skeletons
m minor fix to workflow
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1) add a new skeleton from the ue4tools plugin, then delete the mesh added by the plugin
1) add a new skeleton from the ue4tools plugin with the option to include a mesh unchecked


2) in object mode, scale the skeleton so the hips are at the right height
2) in object mode, scale the skeleton so the hips are at the right height

Revision as of 05:59, 2 September 2018


1) add a new skeleton from the ue4tools plugin with the option to include a mesh unchecked

2) in object mode, scale the skeleton so the hips are at the right height

3) in pose mode, scale the spine, clavicles, and arms until they're about the right length

4) merge the arms, hands, torso, etc

5) in edit mode, move the entire mesh along the Y axis so the neck bone is in the centre of the meshes neck

6) use edit mode to adjust the mesh until it conforms to the skeleton, alternatively use an additional rig to move the limbs into position

7) hands: the bone length for the fingers will probably need adjusting, as well as the mesh

8) add additional bones where needed for tails or wings.