Rigging and Animation


For our game I am responsible for rigging and animating most objects and characters and I chose to do most of the animation and rigging in blender. The rigging process is fairly simple you create an armature object and place bones at every joint that you want to be able to move, then you bind the mesh the mesh to the armature.

I screenshot of the hand model with the rig.
Sometimes weight painting would be required to fix any issues with the model deformation but luckily these models provided to me by Alice needed little to no additional weight painting.

Screenshot of what weight painting in blender looks like.

The next step after fixing your rig is to start keyframing actions on the timeline this can be done by turning on automatic keyframing or by using the "I" key and selecting which value you would like to keyframe.

I screenshot of what the timeline and NLA editor looks like.
You would then keyframe every major pose you have and then adjust the handles in the graph editor if the animation needed needed tweaking. After that in the Non-Linear Animation editor, NLA for short, you would bake the animation into a strip that can be activated or deactivated and rename it to whatever you would like.

Screenshot of a frame of an animation
To export your animation all you need to do is select all the objects you wish to export, go to file export fbx, and in the settings on the right check selected only and uncheck all other options in the bake animation tab except for the NLA editor. Import the FBX into unity and you will have every separate object and rig along with animation clips of every animation strip that was in the NLA editor.

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