If Unreal builds a character editor to live on top of their mesh editor, they’d have to build something like that.
However, the “rigging” part means assigning blend weights to each vertex for each affecting bone, which has to be re-done when you add, remove, or move around bones. And, in general, the automatic methods are okay for getting something to start with, but don’t generate accurate final results.
If you don’t want to change weights, just “slice off limbs,” then perhaps that might be easier, though. And that feels like something that certain games would appreciate
Very cool. Much of this is possible using Control Rig and FBIK. Using Python, tools could be written to make the workflow as straightforward as shown in that video.
Thanks for taking the time to respond. I know you must be very busy.
Yeah. If its more straightforward like the vid, I think it would make the lives of animators much more easier instead of dealing with a lot of technical stuff. Pls, I am praying you guys consider adding something like this. Also happy to know this is possible in Unreal engine.
Also wanted to ask if it is possible to link the translation of a control rig to the rotation of another control rig? Say for example linking the translation of the X axis of the control rig of the body of a car to the rotation of the X axis of the control rigs of the tyres of a car such that whenever I move the control rig of the body of the car in the X axis, the tyres of the car rotates automatically?
Maybe also a way to set the rate of speed of rotation in relation to the translation too?