About a year ago I was on an art asset team that was responsible for creating 2d art, rigs, and animation for three different indie games. On this team I was the only rigger and was in charge of creating rigs for all three games.
In total, I ended up rigging nineteen characters across all three games and made several custom biped rigs, one quadruped rig, and a larva rig. I learned a lot from my time on this team including how to import rigs and animation into Unity and got the opportunity to work with animators for the first time.
These are a few of the rigs I made in action!
This experience taught me many important things about rig requirements for game engines like Unity. One of the most important things I learned was that all geometry on a rig needs to be skinned to a joint in order for it to work in the engine. I also learned how to import rigs and animations into Unity using their humanoid rig system.
This was my first time working on a project with animators, so I communicated with them constantly to make sure that the rigs I was making worked in the best way possible for them. I also always fixed any problems with the rigs, if they ran into any, as quickly as I could so that they could get back to animating.
Working on this team was a lot of fun and it was so amazing to see the rigs I made get used to help bring the characters for all three games to life.
If you want to check out the games that I worked on they are linked below!
https://www.youtube.com/embed/GxwRYps98qk
https://www.youtube.com/embed/LgW5OAGSuq8
https://www.youtube.com/embed/FQMxBD7qf8k
This experience taught me many important things about rig requirements for game engines like Unity. One of the most important things I learned was that all geometry on a rig needs to be skinned to a joint in order for it to work in the engine. I also learned how to import rigs and animations into Unity using their humanoid rig system.