Guidelines for Animation and Rigging
Guidelines for animators/rigging
- Work should be done in Maya/3DS Max (other programs, such as Blender will most likely have issues)
- Animations must be in 2015 or older formats of FBX
- Only export the animation/joint movements themselves, do not include the model or other things such a lighting unless you are rigging
- Each character has a list of unusable joints/nodes, avoid these.
- For Rigging, you cannot apply weighting to different joints. In other words, you can’t have some vertices in rooms 5/B assigned to joints 4/5 and 10/11 split. Has to be 100% to a joint.
- Do not rename the joints
- Model Parts should be named Room01, Room02, ect.
- You must place the edit normals modifier under the skin modifier for rigging
- Remember to remove zero'd weights when done rigging (image below)
- Do not use autosmooth
- Animation to be exported at 30 FPS, run at x2 speed to see how it will look in game
- Alternate costume colors and facial expressions must be labeled (ex. "_Blue.bmp"), don't just use the name of the original texture.
- To prevent backface culling add "_CullBoth" to the end of a texture.