I have been searching information about rigging models in Blender to have it UDK-ready. From what I gathered, UDK is retarded to no end when it comes to skeletal models.
Currently we use Darkplaces engine and Doom 3 MD5 model format (which gets converted to engine’s format, but that’s beyond the point). I don’t need to do any voodoo magic to rig a character in this case. Just normal way of rigging with IK chains and controls does well.
Judging by this article http://explodi.com/?p=244#more-244 I can’t have IK targets as extra bones.
Here is simplest setup of the character’s rig for UDK: http://www.fileswap.com/dl/2ubdLOfq/GoblinSkellyForUDK3.blend.html
Yes, I can move limbs and such, but it’s a joke. I have no control over rotations of the limbs and head, etc. I can’t do animation with that.
Does anyone know how to make good rig with good controls over bones, following UDK specs, so I can animate a character properly?
We could potentially pay for such rig and potentially release it under CC license.