Hello! I've been absolutely loving this pack so far, I was however wondering if you knew anything about importing them into Godot. I have the rigify add-on in blender but importing it over leaves the bones super janked. I've done a good bit of digging but I can't seem to come to a conclusive solution
Thank you so much for your time and awesome assets, my friend!
Viewing post in PSX Rigged Character Bases comments
I'm sorry to hear that, I've heard this happens a lot unfortunately.
Some people have said this plugin helped: https://felesmachina.itch.io/rigodotify
I'm not sure if it still works but I don't have much experience in Godot so I can't help as much as I'd like. Though for the future if you are planning on really doing game dev I HIGHLY recommend buying Auto Rig Pro. It's $50 but I use it more than any other plugin and you can literally rig a character in seconds with it.
I also found this thread on reddit, but again not sure how much it will help: https://www.reddit.com/r/godot/comments/126b28p/has_anyone_had_issues_importing_...
Oh! Haha I was replying above and didn't even see you were already mentioning my Blender plugin. So my plugin basically converts the rigify rig into a Game Dev skeleton. It's not a Godot thing, it's a blender thing. But it makes the rigify rig retarget and IK compatible for Godot, Unreal and Unity. So you get a Game Dev standard skeleton, but with all the benefits of the rigify style control rig in blender.
It'd probably help out a lot of your users if you used it on your models. I know this sounds like self-advertising, and that's lame, but seriously a standard Game Dev skeleton, and you're already using rigify for your rig, so it'd be very minimal difference for you, but it become a lot more compatible for anybody else using the different engines.
Weight painting is more art than science. Blender's automatic weights work decently well but almost always need some touching up. There are many YouTube videos on how to clean them up
That process is usually going to pose mode and putting the character into a good position to spot problems, (bend arms, knees, head, etc) then changing to weight paint mode to clean them up.
To do that you click through the vertex groups for each bone name and paint more or less influence on the body. So "Head" vertex group you'll paint the head all red, and maybe a little neck too, etc and continue through the body doing that for each bone.
Weight painting is inescapable in game dev and animation. If you add clothes, hair, jewelry, shoes or any other items to any model, you'll need to weight paint those new additions too. So best to just learn the basics of doing it.