These rigs act as an updated version of my old rig that aimed to create a skinned version of the blocky R15 bundles that are faithful to their R6 counterparts.
Key differences between these and my old rig includes layered clothing support, optimised elbow skinning, woman torso variation and many other small improvements.
What you should keep in mind while using the rigs:
Rthro Scaling will cause some small problems with the feet, however normal scaling works perfectly fine. Below is the ranges at which they can be scaled without any issues.
Do you understand how much this will help? I’m a game developer currently working on a project which requires very flexible and skinned rigs. I could go on and on about joint breaking… but all I’m going to say is:
there are hand mesh parts where you would expect them to be, theyre just invisible. the image youve shown is just their pivot point which i forgot to reset before releasing. though it shouldnt really effect anything
since the cages currently used on them are the same as their r15 counterparts, you can just get them from there. though if i do end up making cages for the rigs ill make it public
Thanks but I have another question, to have the 3d model of the character you just export it from studio?
Because when I export the character directly from studio to blender there is only one object.
These look great! My only nitpick is that the bevels have sharp edges. You should sharpen the faces, but copy the normals from those faces to the bevel edge verts so it looks smooth like this:
thank you! yeah i had some trouble getting the bevels to be smooth so i just left them sharp, ill have a look at doing what you did here when i have the time