The rig in this course is a humanoid based off my personal auto-rigging system for Unity. Currently it covers the basic prototype and the guide has a few bugs but I will be adding more features soon.
In this course I go over my personal auto-rigging system. The system is designed to be compatible with Unity but I have also configured it to work with Unreal. The system is designed to be scalable with a team producing rigs for different parts of the pipeline.
The Guide has the following features:
A Symmetry system
It builds 3 rigs
A preset system
The main rig has the following features:
Most of the major joints can blend between their own orientation and their parents
A reverse foot setup
Curve based IK for the spine with IK/FK Blending
Blending between direct and look-at controls for the head
Blending between direct and look-at controls for the eyes
*Note: This system is functional but the rig is still very basic and there are still a lot of bugs.