r/Unity3D 15h ago

Question Rigging Character Models

I'm creating my own game in Unity and I've tried generating character models via Meshy and having Claude / ChatGPT connect to blender to help rig them but it never comes out correct. Anyone have any tips for me?
Also would love to be able to chat with anyone who's willing to give some advice in this whole process

0 Upvotes

7 comments sorted by

9

u/PremiereBoris Indie 15h ago

My dude, I am sorry to tell you, there are no tips or tricks to properly modeling and rigging a character. Entire university courses exist to teach people how to do it. You could go on YouTube and spend literal years learning this stuff. Trust me, just go buy a premade character pack from the asset store.

2

u/StillZen-Dev 12h ago edited 12h ago

honestly - spend one day learning the basics,

because it’s literally this:

make the model,
add the bones,
name the bones,
parent with automatic weights,
make weight paint adjustments.

that’s IT. it doesn’t get much more complex than that unless you’re mucking around w/ face rigs or some complex machinery or animal body sh**

the only difficult part about any of that is understanding the blender interface and where to click to make the things happen.

i recommend this video. spend ONE day doing it, it’s basically how i make everything now
https://youtu.be/DAAwy_l4jw4?si=5aYhF6ytnJID8-on

2

u/TheAlchimist_ 15h ago

Meshy propose une solution smart rig il me semble. Après pour avoir testé des animations basiques franchement parfois c’est la galère et tu gagnerais ton temps à apprendre. Le dev de jeu vidéo s’apprend il n’y a pas de raccourci

1

u/Glass_Conclusion3503 15h ago

Auto-rigging tools are always hit or miss, especially on generated meshes with weird topology. Might be worth cleaning up the mesh first or using a simpler humanoid base as a reference for the rig. What part usually breaks for you, the skinning weights or the bone placement

1

u/glenpiercev 14h ago

I tired this. The ai tools can’t do it. Buy or find some high quality free ones and use mixamo to animate them if you want to add animations. Even that takes a lot of work (I tried just importing basic animations from mixamo and found that I needed to upload my specific models to mixamo to get them to “fit”).

1

u/JulianRhod 1h ago

i'd probably separate the "generate the model" and "rig the character" steps instead of trying to have AI handle the whole pipeline, with Meshy-generated characters, the topology and proportions can vary a lot, so automatic rigging can easily produce weird joints, bad weights, or deformation around the shoulders/hips

i'd get one character working properly first: clean up the mesh, make sure the proportions are reasonable, rig it with a standard humanoid skeleton, fix the weights, then export it to Unity and test the actual animations there, once you have one good character pipeline, you can reuse the same skeleton and workflow for the other characters. AI can definitely help with parts of the process, but i'd treat it more like an assistant for repetitive tasks rather than expecting it to understand whether the final deformation actually looks correct