Above.
When I rig and then animate the characters, the movements are coming out really wonky, could anyone help me animate so I can use them in proper games?
I’m on Discord if that makes any difference? @Rich-Allen1976.
Above.
When I rig and then animate the characters, the movements are coming out really wonky, could anyone help me animate so I can use them in proper games?
I’m on Discord if that makes any difference? @Rich-Allen1976.
Make with the helpful comments please? I am aware of Google and am on Discord.
Hi @MrAllen1976 I’m glad you are continuing with your learning journey, I hope the side-scroller game you were working on is going well
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I’m assuming that the wonky animations are starting to show already from Meshy’s viewport once you have rigged your model and applied the animation to test it. Based on my experience this might be because of the orientation of the limbs of the mesh. Sometimes this might differ as much as an “A” pose compared to “T” Pose, or something as simple as the palms of the hands facing forward/backwards or towards the character. The auto rig functions will try their best to output a decent result but sadly they have their limitations. Additionally, the results we get from 3D generative AIs sometimes may not be 100% accurate to the image we use to generate the mesh or follow the prompt as close as we would like ,I’m not as familiar with the topic but I assume that this is due to how the AI reads and interprets the information based on the information it has been trained on. With this in mind I’ve compiled the following information that allows you to input the results you get from meshy (even if they are wonky) into the engine and edit them from there without having to use DCC authoring programs (for example: Blender, Maya, 3dsMax, etc). This way we can keep you moving forward with your project minimizing any possible bottle neck.
We are going to be going over a few techniques here:
Note: I will link each topic separately that way if you already know one you can skip it.
Editing Animations : in this video the author will guide you on how to edit animations in the animation viewport, by selecting joints from the skeleton tree and setting keys to the animation.
Retargeting Animation: In this video the author goes over how to transfer animations from one rig to another. Keep in mind that the author is using animations from Maximo instead of Meshy’s, but if memory serves me right most of these services with auto rigs sometimes share similarities so it should apply in your case. I will time stamp the video so that it starts once he is importing the asset that way you don’t have to go thru the Mixamo part.
Blending the animations: In this video the author goes over how you can blend the animations.
Note:
I believe the main one that will help you the most is the “Editing Animations” video since it will show you how you can move around the orientation of the bones and further fix any small animation errors that you may encounter.
I hope this helps, if you run into any problems or require further assistance, please let me know.