< Rigging: Skirt Rig


Rig component

I created a Maya skirt rig with fake collision and fake gravity used for the player character in the game Toca Days.

Skirt rig showcase

We originally used an in-engine code-based skirt, but it left a lot to be desired in many animation states. With the animation style used in the project (lots of extreme poses where a leg or arm might easily clip through the skirt), we knew the only good solution in many cases would be to hand-animate the skirt, and possibly blend between the in-engine rig and handmade animation.

To test the viability of the hand-animated approach I set up a skirt rig and animated the skirt in some base locomotion (idle, walking, running, and jump states) to get an idea of if the hand-animated solution could work

In-engine skirt rig

Keyframed skirt animation

Since the results were a huge improvement, and was overall pretty easy to animate, we opted to use only the hand-keyed approach. After improving the skirt rig I ended up tweaking and re-exporting all player animation (at the time 300+ .fbx files!) in a little over a day. Many animations looked fine with the automatic animation, most needed a few minutes to tweak, and a few animations with more extreme poses (the ones that handled the previous setup the worst!) needed upwards of 40 minutes of work.

Skirt rig disabled

Skirt rig enabled (automatic animation)

Skirt rig enabled + manual tweaks

One of the biggest improvements was the sitting-down "emote", which went from "pretty awful" to "good enough to stop worrying"

Before: Player sitting down with skirt clipping through legs

After: Player sitting with minimal skirt clipping