I just bought two of your models and i like them visually a lot.
But the rig is not suitable for games. Yes it is usable if every bone is baked every frame. But using any kind of procedural animation (IK, Ragdoll, foot placement) is not going to work since it is not a humanoid rig ( in Unity terms). So i need to rig them from scratch... kind of sad for that price.
Normally when exported the Animation Rig (Controls and stuff) can be disabled because it is not needed in the game engine. The problem is, that bone chains are not consistant, the bones for feet for example are not hierarically below the knees.
Maybe you can change future models, so the "real rig" the bone structure that holds the skin weights is completely separated from the control rig. That way you can go crazy with controls and quality of life features for animating, but still be left with a humanoid conform rig after the export.
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Thanks for the advice. I did not know that if the rig would work or is compatible with procedural animations. My rig was intended to be of general use and to keep it simple with few constraints and IK bones.
I have organized the bones into groups (All Bones, Weights, Controllers, and PHY/ Physics).
I will keep in mind in the future and change some export settings so that the animations are only baked with just the weighted/deform bones.