Lumberyard
Legacy Reference

Character Rigging Best Practices

Consider the following guidelines and best practices when you rig your characters in your DCC tool.

  • Make sure the root node, SceneRoot node, and Locator_Locomotion node all share the same orientation, with the z-up and y-forward (in the direction the character is facing). For more information, see Locomotion Locator Animation Best Practices.

  • Make sure no position, rotation, or scale transformations are applied to control objects in rigs. If so, set them all to 0,0,0.

  • If the model was sculpted to match an existing skeleton, make sure that it lines up and that all joints match.

  • Characters must be in their bind pose, or the pose that is the reference pose for skin weights.

  • Use dual quaternion skinning in all skin-binding procedures. Other methods will create abnormalities when you import the character into Lumberyard.

  • If you use Lumberyard's integrated IK system, you must set up joint orientations the same way. In addition, the naming of the joints must match those defined in the .chrparams file.

  • Use the Cryskin and Skin modifiers in 3ds Max for skin weights. Do not use Physique.

  • For Autodesk Maya, change the world coordinate setting from y-up axis to z-up axis. To access this in Maya, choose Windows, Preferences, and then choose Settings, World Coordinate System, Up axis.

  • To check proportions, increase the transparency of the material to better see the bones inside the character.

  • Collapse all list controllers if possible.

  • Use the level of detail settings LOD1, LOD2, and LOD3 for characters.

  • Use rig elements inside the hierarchy sparingly, because they are exported as null bones.