tag

#rigging

10 items (2 guides · 8 fixes)

guides
fixes
26.07.08e
"Cross-fade animations WITHOUT an AnimGraph"

Set Sequence.Blending = true once: per-clip fade_in/fade_out times in the vmdl shape the blend; no AnimGraph required.

26.08.05
"Ragdoll a scripted-rig NPC with pure engine physics"

PhysicsShapeList + PhysicsJointList in the vmdl + ModelPhysics toggle. No collapse clips, no SetBoneTransform. On current builds ModelPhysics.PhysicsGroup reads NULL: enumerate ModelPhysics.Bodies directly and resolve bones by name→index.

26.07.08e
"Retargeting free Mixamo mocap onto a custom rig"

Transfer rest-delta rotations parent-relative (not world): avoid the forward-hunch bug and never transform_apply scale on Mixamo armatures.

26.07.08e
"Rigging an AI-generated (rigless) character mesh"

Bone-heat auto-weights fail on AI meshes. Use scripted geodesic (along-surface) weights, then FBX + animated vmdl.

26.07.08e
"Sequence-only rig: land hands on a moved prop by reseating the visual, not IK"

When a clip already poses hands in a grip and the prop moves/rescales, offset the rendered visual child instead of using IK or SetBoneTransform -- sequence-only rigs have no AnimGraph.

26.07.08e
"The bone-name `.` → `_` compiler trap"

Model compiler rewrites upper_arm.L → upper_arm_L; physics KV3 that still says .L makes limb bodies unknown while the torso works.

26.07.08e
"The FBX export recipe that actually works"

Default −Z/Y axes, bake_space_transform, no leaf bones, X/Z bone axes, mesh FBX + per-clip armature FBX; scale via ScaleAndMirror 0.3937.

26.08.05
"Why SetBoneTransform / SetIk silently do nothing"

SetIk is AnimGraph-gated; SetBoneTransform is unsound on clip-keyed bones. Use proxy props, whole-visual motion, or commit to AnimGraph.

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