Case study for a unreal Engine Character with Dynamics and Mocap Animations.
Rig is going to be created using my customs tools: Mutant Tools
Model Prep
Got the model from ArtStation: https://artstn.co/m/oBz22 it was a Zrbush Project so I exported it and set it up in Maya to start the fun part!
Rigging The Asset
Rig Prep using Zombinator
With Mutant Tools we can use zombinator to rig biped characters. Will give us a good starting point to only focus on the deformations and make it look amazing in the long run. Zombinator is a tool that helps us automate workflows with the same topology geometry, we just need to export the base mesh and on Faceform Wrap copy our desired topology before starting.
For more info about zombinator, you can visit: mutanttools.com
Guides Placements
With help of Zombinator-Skeletor, we can make the guide’s placement job super easy. Both Body and Face Guides will work, i won’t lie and say that is perfect but is 90% good! We can save as many base meshes in the tool so if a client uses X or Y or Z we can choose from all of them, in this case is Wraps Basemesh.
Building the Rig
Just hit Build and paint the skins… Nothing much to see here.
Skinning
Skinning is boring to watch so i wont show much but mostly we i did it using Ng Skin Tools
Anim Tests
For testing the skinning we need to animate, but since i dont really have the animation skills i tento to use pre-animated files or mocaps with HIK.
HIK Mocap
For test Mocaps i tent to visist Mixamo or Rokoko Motion Library inside Maya.
Import to Unreal Engine
Bake and Import
Export asset, and bake a couple of animations so we can test the rig system on the engine.