I made an R6 model and used the Edit Rig plugin to bind the bones. However, when playing standard animations, compared to the official R6 rig, errors occur and the animations are completely deformed. How can I solve this?
Currently, one issue I’m aware of is that the rotation of the custom R6 rig I added differs from the official one, whereas custom R15 rigs do not have this problem.
The joints of a Rig are connected using Motor6Ds, which have positional and rotational data associated with them. It looks like your Motor6Ds are in the correct position, but their rotation is likely incorrect, resulting in the offset limb rotations during animation playback. I believe you can only edit joint rotation in RigEdit Plus (the feature is excluded from RigEdit Lite), so you’ll have to manually change the C0 and C1 properties of the Motor6Ds (assuming you’re using RigEdit Lite). I’d recommend playing the animation on the rig while the game is running and changing the Motor6Ds’ properties until the orientation looks correct, then taking a screenshot of the updated properties and applying them after the game has stopped.