< Rigging: Toca Days Rigging Pipeline


Rigging process for a character

Characters in Toca Days use an AdvancedSkeleton rig with a lot of custom behaviour on top. Some of the custom-built structure being things not achievable with AdvancedSkeleton, like the elbows and knees having a set of 3 extra joints to turn a sharp bend into a smooth curve (a stylistic choice to match the characters in Toca Life World). The face uses texture atlases which are animated by offsetting the UVs, and the same face rig template is imported to each character rather than redoing it from scratch.

The main reason for the custom structure however, is the rig export and animation export (page in progress!) The rig export clans up the scene and saves a copy for animation, and exports a much reduced .fbx file for use in game.

Rig export process

I don't want the animators directly referencing my working scene for animation for several reasons:

The version of the rig used in engine is of course pared down to just the essentials: skeleton, meshes, and objects tracking face animation. For performance reasons, we also remove skinning from any mesh with only 1 joint influence and parent them under their joint instead in the export. And remove unneeded leaf joints.