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(Added some basic info to General workflow of animating for Oni using Rigify) |
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==General workflow of animating for Oni using Rigify== | ==General workflow of animating for Oni using Rigify== | ||
The most common way to animate characters is to create an armature (also known as a rig) to which the character model is constrained, usually through vertex weights specifying how much a given vertex is controlled by the given controller on a scale from 0 to 1, with all weights summing up to 1. The rig contains a number of controller bones that allow to animate more easily. Then, the animations are usually imported into the game along with the armatures, therefore the animation is stored along with the armature. An example of a game storing animations this way is Halo: Combat Evolved. | |||
Oni character models are divided into 19 rigid body parts organized in a parent-child relation, with the pelvis bone being the root bone, which effectively forms an FK rig. The animations are stored in TRAM files, containing rotation data for each of the 19 body parts, and also location data for the pelvis. There is no armature stored within the game files, therefore in order to use a rig on Oni characters, it is necessary to constrain each of the 19 body parts to the rig bones individually instead of mesh vertices. Also, this automatically means that Oni's way of storing animations is a destructive one - the data stored in the rig bones that are not direct functional equivalents to Oni character body parts will get lost once the animation is baked into body parts with Visual Transform. | |||
The general workflow of making animations using this rig is the following, assuming you want to make a single animation (i.e. you don't want to make a throw animation): | The general workflow of making animations using this rig is the following, assuming you want to make a single animation (i.e. you don't want to make a throw animation): | ||
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