Overview

This rig is a very standard rig made with Rigify, but custom tailored for our specific Oblivion Remastered needs / Humanoid Rig.

If you are brand new to animating with Rigify or Blender in general, I won't go over all the basics of the rigify featureset here, only the operators that are
custom to this rig.

For animation tutorials, I would recommend anything from P2Design's Pierrick Picaut or other similar resources on youtube.
Trust me that they go to far greater lengths in covering all topics of animating in Blender than I ever could in a single written guide.


Additionally, you can join our discord and ask me for help directly. (Although I'm very busy so expect a delay in responding)


Rig Layers:

There is a LOT of bones in the rig (close to 400), which can clutter up the viewport very easily and make it a pain to select what it is you need
Using the Rig Layers panel you can hide, unhide and "Solo" collections of bones for easier view.

Soloing is marked by a star ☆ Icon and hides all other bone collections (except other Solo'd collections)
useful for when you want to focus on one specific set of bones.





Costume System:


This rig comes with several mesh collections internally referred to as 'Costumes' already included
To select different costumes:
  • Expand the sidebar in the 3D viewport, if it is not already
  • Navigate to the Item tab
  • Find the "Meshes" category
  • Configure your Body Type and Costume
  • Enable visibility for any weapons/equipment you may need for animation


The Blender Humanoid Rig features a "Costume" system to display/hide character and equipment meshes.






Adding Costumes:

This section assumes you already understand how to import meshes as psks using Fmodel
For a brief overview, here are the steps:
  • Create a new child collection under Meshes > Type 1/Type 2
  • Import your model as psk using Blender's PSK/PSA addon available (through the extensions tab or github)
  • Set import scale to 0.01
  • Replace your imported meshes' armature modifier target to 'root' in the scene
  • Shift + Alt - Click and drag your mesh in the outliner to the 'root' object to parent it to the armature (Keep transforms the same)
  • Move your meshes to your newly created collection under the 'Type 1' or 'Type 2' collections


You can add new costumes by creating sub-collections under the 'Type 1' or 'Type 2' collections




Setting up a Workspace:

There are two animating workspaces already setup:

1) Animation - For third person character animation





2) Animation First Person - A first person camera already setup






You can switch between either workspaces at any time by clicking on the tabs near the top of the screen:





If animating for First Person, it is recommended you enable the 'Hide Head Meshes' option in the Costumes Panel
This will avoid clipping from meshes that can block the screen







Exporting:


Once you are satisfied with your animation and ready to import it into your engine, you need to do the following:


  • In the sidebar, navigate to the 'Export' category




  • You should see a single button that says 'Export Animation'



  • Click it
  • A menu will pop up, simply choose a path and file destination to place your FBX (I already have a few animations in my working directory)



Done!






Importing Animations


Assuming you followed my Animation For Oblivion Remastered guide, you should already have the oblivion project set up.

To import your animations:

  • Click and drag your exported fbx into the appropriate content browser directory in your unreal project




  • When prompted, select the skeleton you imported from the provided resources
  • All other settings can remain default



Done!





Packaging Mod:

For how to package your animations into a mod, see the packaging section of the Animation For Oblivion Remastered guide.

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miken1ke

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