SAM-tak / BlenderGameRig

Rigging framework for game development. Hard fork from Rigify.
GNU General Public License v3.0
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Nothing change after enabling the addon #1

Open Metirof opened 4 years ago

Metirof commented 4 years ago

Hello,

I followed the instruction in documentation to download and install the addon to blender 2.8 but for some reason nothing changed after enabling the addon i cant see the gamerig layer on properties nor in item section,

What i did in details : 1 - downloaded addon from https://github.com/SAM-tak/BlenderGameRig/releases/tag/v1.1 2- opened new blender default scene 3- deleted the box 4- added a basic quadruped metarig 5- went to edit -> preferences -> addon 6- clicked on install and selected the recently downloaded zip 7-addon successfully added to the list so i enabled it by clicking checkbox 8- go back to scene click on metarig on object mode 9-select armature section 10- but cant find gamerig layer on the properties so i can generate

any help would be appreciated thank you,

Tobi-Mob commented 4 years ago

Hi,

please make sure you add a "GameRig" instead of a basic rig. grafik

After that, go to Pose or Object Mode and the GameRig Stuff should be visible. grafik

SAM-tak commented 4 years ago

Thank you, Tobi-Mob!

@Metirof Do you still have a problem? This may help you https://github.com/SAM-tak/BlenderGameRig#how-to-use-with-an-existing-armature

Metirof commented 4 years ago

Thank you for your response.

Im wondering if there is any way to use it with a character that is already animated and rigged using rigify ? Cuz i already done the animations and rigging using rigify but it didnt worked correctly in unity thats why i wanted to switch to your GameRig. If not i guess ill start over using gamerig from the beginning

PS : sorry for late reply i was away for holidays

Thank you again :)

On Sat, Aug 8, 2020, 8:28 PM Tobi-Mob notifications@github.com wrote:

Hi,

please make sure you add a "GameRig" instead of a basic rig. [image: grafik] https://user-images.githubusercontent.com/69400800/89718077-a7c4e800-d9bc-11ea-883f-1764935d37fa.png

After that, go to Pose or Object Mode and the GameRig Stuff should be visible. [image: grafik] https://user-images.githubusercontent.com/69400800/89718146-05593480-d9bd-11ea-804a-46b592e9d576.png

— You are receiving this because you authored the thread. Reply to this email directly, view it on GitHub https://github.com/SAM-tak/BlenderGameRig/issues/1#issuecomment-670965115, or unsubscribe https://github.com/notifications/unsubscribe-auth/AP3XV33EWWQGOSA4EX7YT7LR7WRONANCNFSM4OX3AWAA .

SAM-tak commented 4 years ago

Im wondering if there is any way to use it with a character that is already animated and rigged using rigify ?

It's possible, but I think it would be a bit of a struggle. GameRig doesn't offer an easy way to do it.

GameRig cannot convert Rigify's metarig to GameRig's metarig automatically. I think most easy way is starting with GameRig's Human metarig template, and align bones to your Rigify's bones manually, and merge bones other than Rigify's rig bones.

Since Rigify should generate a controller bone with a name like 'thigh_ik.L', and the corresponding GameRig controller bone is named 'c.thigh_ik.L', you'll need to add prefix 'c.' for the existing action's data path.

image

Or you can do batch conversions with a script, but you need to prepare a dictionary of corresponding names yourself

https://blender.stackexchange.com/questions/99504/renaming-animation-channels-with-a-script

Even if you do this, the animation won't work completely correctly because the initial rotation of the bones generated by GameRig is different in some places from that of Rigify. (e.g. hand, foot, etc.) You will need to fix these manually.

Metirof commented 4 years ago

Thank you very much for your reply ill try it and hope it works other wise ill restart using GameRig from the begining

On Sat, Aug 29, 2020, 6:10 AM Osamu Takasugi notifications@github.com wrote:

Im wondering if there is any way to use it with a character that is already animated and rigged using rigify ?

It's possible, but I think it would be a bit of a struggle. GameRig doesn't offer an easy way to do it.

Since Rigify should generate a controller bone with a name like 'thigh_ik.L', and the corresponding GameRig controller bone is named 'c.thigh_ik.L', you'll need to add prefix 'c.' for the existing action's data path.

[image: image] https://user-images.githubusercontent.com/250165/91628933-89706c00-e9ff-11ea-8ad1-6f2afac816ca.png

Or you can do batch conversions with a script, but you need to prepare a dictionary of corresponding names yourself

https://blender.stackexchange.com/questions/99504/renaming-animation-channels-with-a-script

Even if you do this, the animation won't work completely correctly because the initial rotation of the bones generated by GameRig is different in some places from that of Rigify. (e.g. hand, foot, etc.) You will need to fix these manually.

— You are receiving this because you were mentioned. Reply to this email directly, view it on GitHub https://github.com/SAM-tak/BlenderGameRig/issues/1#issuecomment-683238336, or unsubscribe https://github.com/notifications/unsubscribe-auth/AP3XV32OP2QEPNVCUAVE2ODSDCEWBANCNFSM4OX3AWAA .