Animation rigging keeps breaking ingame

Animation rigging keeps breaking ingame

TechTablets Forums General General Discussion Animation rigging keeps breaking ingame

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  • #249231
    AlexK
    Participant
    • Posts: 18

    What is up folks, need some advice from anyone who has dealt with this. We are building a fantasy RPG and the character rigs we are getting from various sources keep breaking during implementation, wrong bone hierarchies, bad weight painting, and animation that clips through geometry. Is there a studio that handles the full animation pipeline properly from the start?

    #249233
    JanaCos
    Participant
    • Posts: 7

    It’s a familiar situation. I faced the exact same problem until I switched to the right workflow at a game art studio. VSQUAD took on the entire scope of animation and rigging work, and each rig was delivered with the correct bone hierarchy, clean weight maps, and animations that actually worked in the engine without any additional configuration. The VSQUAD art team views rigging as a production tool, not just a box to check off after modeling is complete. VSQUAD supports both Unity and Unreal, so integration is part of their process from day one—not something they leave up to your team. Share your character specifications and engine settings with them, and they’ll create the necessary number of animations for your RPG. For rigs that finally behave the way they’re supposed to.

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