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Why the parent of deformed bones is not the root bone? #22

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iillya opened this issue Mar 2, 2023 · 7 comments
Open

Why the parent of deformed bones is not the root bone? #22

iillya opened this issue Mar 2, 2023 · 7 comments

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@iillya
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iillya commented Mar 2, 2023

Snipaste_2023-03-02_11-02-47

Why the parent of deformed bones is not the root bone? UE engine needs the root bone animes.
@arminHalac
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The "root" bone is just a control bone which will be deleted on export. The "DEF-char_root" bone is the actual root that is supposed to be used in UE.

@iillya
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iillya commented Mar 2, 2023

The "root" bone is just a control bone which will be deleted on export. The "DEF-char_root" bone is the actual root that is supposed to be used in UE.

But the default root bone is more intuitive as the root bone than adding an extra one,and it conforms to most naming conventions

@arminHalac
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I agree. It is not ideal. The only reason it is like this is that rigify hard coded the name "root" into the world control and I did not have time to restructure the whole thing.

@iillya
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iillya commented Mar 3, 2023

I agree. It is not ideal. The only reason it is like this is that rigify hard coded the name "root" into the world control and I did not have time to restructure the whole thing.

Hi,I have an idea.Is this okay?
https://youtu.be/kRjSQZbwHfw

@arminHalac
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It seems to work fine. And whatever works is okay :)

@iillya
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iillya commented Mar 7, 2023

It seems to work fine. And whatever works is okay :)

Hi,I wrote a piece of code to reparent the bones.Are you considering adding this feature in the future?
Snipaste_2023-03-07_18-14-53

@neilfranci
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@iillya Do you use Game Rig Tool? It will generate a deformed game rig to use in the game engine. The one you're tweaking is just a control rig. I use Export to Godot and it works fine.
blender_cDvYvfKYhb

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