As imported, this can be posed and exported as .glb which then works in-game (edit: Creation Engine 2). But with no rig, the pose animations are rudimentary with just simple joint bends. I need full rig versatility and controls. Changing the armature hasn’t worked for me at all, as the game won’t recognise it. Possible to copy all properties to a fresh riggable armature, or turn this one into a metarig and force it to generate a rigify rig? I can provide the .blend file, just not sure where to put that. Noob - so any help would be much appreciated, thanks.
You can retarget it pretty easily with Auto Rig Pro
Ok thanks! I don’t mind buying Auto rig pro if it does the job here. So to be clear, I would first make a copy of that character mesh fit a new armature with full rigify rig, do the animation sequence and then map the sequence to the import armature with Auto rig? The mesh is slightly undersized for fitting a fresh rigify rig.
Or you can maybe retarget it for free: https://extensions.blender.org/add-ons/retarget/
What is the game engine that this will be exported to? That will determine how to proceed.
It’s Creation Engine 2
You could make a second rig that you can animate in blender and make the bones of your original rig to copy world position and rotation of the new rig bones. Once you finish animating with the new rig you can key frame the bones of the original rig into new animations and export to your game engine.
Thanks. I got the addon from your link, but it did nothing when I retargeted. Nothing seemed to transfer. I did get Rokoko to attempt it, but the original model just appeared in a different place onscreen and was heavily distorted with no animation.
I’m wondering if this file imported correctly. Where did it come from and what format was imported?
Look at the bones at the knees, one is pointing forwards, the other backwards. Might be an issue with bone rotations when the file was imported…
Randy
The file was given to me as a.blend, and I just opened it as is. I tried a couple of simple joint animations, left leg/ right leg/ left arm/ right arm/ neck etc, and they worked fine in game. But I am getting some progress with bone copy restraints targeting a simple Rigify metarig: I can make the character copy the metarig movement, but as soon as I set the constraint up, the character rotation constrained limb goes to a weird distorted position. It does still move the same amount when I rotate the corresponding bone in the metarig, but it’s moving in a different space. Tried world vs local space etc. Both axes are matching on copied limbs. Am I going in the right direction?
So you are trying to create a mod for Starfield, as that is the only Game that currently runs with Creation Engine 2.
Is this right?
If so, then you need to stop your current process and get your files into the Starfield: Creation Kit. It will save you hours of pain!
BTW, you can’t change the Mesh Skeleton from the game version or the SF Extended Skeleton.
For loading GLTF animations, you need the Native Animation Framework SF (NAFSF) HERE
Look down at the Optional fles, and you can find a Blender scene file with the rig as Skeleton.glb, and with various IK chains, constraints, and drivers to make animating easier.
You might take a look at this…
