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manual:subwaysim:vehicle_development:blender_rigging [2025/12/16 09:54] dcsmanual:subwaysim:vehicle_development:blender_rigging [2026/01/07 07:13] (current) – [Creating the Armature] dcs
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 </WRAP> </WRAP>
  
 +----
  
-=====Why Rigging is Important=====+===== What is Rigging in the Context of Vehicles =====
  
-Rigging allows us to create **animated** vehicles in Unreal Engine.   +Rigging is the process of defining how individual parts of a vehicle can move relative to each other.
-By adding bones to the mesh and setting up proper skeleton, we enable each part of the vehicle to move independently. This is crucial for: +
-  * Animated parts like doors opening/closing +
-  * Movable components like wheels and suspension +
-  * Fine-grained control of physics-based interactions (e.g., suspension movement, door animations, etc.)+
  
-Once the vehicle is rigged correctly in Blender, we can export it to Unreal Engine with all bones and weights intactallowing the parts to be manipulated via **Blueprints** and **Control Rigs**.+Unlike characters, vehicles are mostly **mechanical objects**.   
 +This means we usually do not deform meshes smoothly, but instead rotate or move rigid parts such as: 
 +  * Doors 
 +  * Door handles 
 +  * Windshield wipers 
 +  * Pantographs 
 +  * Bogies and suspension parts 
 + 
 +To achieve this reliably and cleanly, SubwaySim 2 vehicles are rigged using an **Armature**. 
 + 
 +---- 
 + 
 +===== Rigging with Armature (Recommended Workflow) ===== 
 + 
 +An **Armature** is a skeleton made up of bones.   
 +Each bone controls one or more parts of the vehicle and defines how they move. 
 + 
 +All animated parts of the vehicle are rigged under a **single Armature**, similar to how a character is rigged
 + 
 +---- 
 + 
 +===== Preparing the Mesh ===== 
 + 
 +Before creating the Armature, make sure that: 
 + 
 +  * All movable parts are separate meshes 
 +  * Pivots are placed correctly at real-world rotation points 
 +  * Object rotations and scales are applied 
 +  * Mesh orientation is correct (X Forward, Z Up) 
 + 
 +A clean mesh setup is essential.   
 +Incorrect pivots or unapplied transforms will cause issues later in Unreal Engine. 
 + 
 +---- 
 + 
 +===== Creating the Armature ===== 
 + 
 +Create a new Armature object and begin adding bones. 
 + 
 +Important characteristics of Blender bones: 
 + 
 +  * Blender is **bone-based**not joint-based 
 +  * The **start of a bone** defines the rotation point 
 +  * The **end of a bone** defines the orientation 
 + 
 +Bones should be placed so that: 
 +  * The bone origin sits exactly on the pivot of the mesh it controls 
 +  * The bone points in the same direction as the mesh’s local orientation 
 + 
 +There is **no need to create a separate root bone**.   
 +The Armature object itself already acts as a root. 
 + 
 +{{:manual:subwaysim:blender_rigging:rig1.png?direct&800|}} 
 + 
 +---- 
 + 
 +===== Bone Orientation ===== 
 + 
 +Bone orientation is critical for correct behavior in Unreal Engine
 + 
 +Important rules: 
 +  * Bone local forward axis is **Y Forward** 
 +  * Bone orientation must match the mesh orientation 
 +  * Bone roll must be adjusted correctly 
 + 
 +Bone roll can be adjusted in **Edit Mode** using the *Roll* settings to align the X and Z axes. 
 + 
 +Incorrect bone orientation will lead to: 
 +  * Inverted rotations 
 +  * Incorrect animation behavior 
 +  * Problems in Animation Blueprints and Control Rigs 
 + 
 +---- 
 + 
 +===== Skinning the Mesh to the Armature ===== 
 + 
 +Once the bones are placed correctly, the mesh must be skinned to the Armature. 
 + 
 +For mechanical vehicles, we generally avoid smooth deformation.   
 +Instead, each mesh or mesh part should be fully controlled by one bone. 
 + 
 +There are multiple ways to do this, but when using an Armature, the most common approaches are: 
 + 
 +  * Parenting meshes directly to bones 
 +  * Using Vertex Groups with matching bone names 
 + 
 +{{:manual:subwaysim:blender_rigging:rig2.png?direct&800|}} 
 + 
 +The exact method depends on the complexity of the vehicle and will be explained in later sections. 
 + 
 +---- 
 + 
 +===== Animating with an Armature ===== 
 + 
 +One major advantage of using an Armature is animation control. 
 + 
 +Because all moving parts are part of the same Armature: 
 +  * All animations can be stored in a single NLA strip 
 +  * Complex interactions (e.g. door + handle) can be animated together 
 +  * Runtime control in Unreal Engine becomes significantly easier 
 + 
 +This is essential for SubwaySim 2 vehicles, where multiple systems often move simultaneously. 
 + 
 +---- 
 + 
 +===== Export .Fbx ===== 
 + 
 +When exporting a rigged vehicle from Blender to Unreal Engine, it is important to note that **there is no single universal export setup**. 
 + 
 +Depending on what is being exported, **different FBX export settings are required**. 
 + 
 +For SubwaySim 2, we distinguish between: 
 +  * Export settings for **Exterior and Interior meshes** 
 +  * Export settings for **Cab meshes** 
 +  * Special export settings for **Animations** 
 + 
 +Each of these cases has its own specific requirements and options. 
 + 
 +---- 
 + 
 +==== General Export Guidelines ==== 
 + 
 +Before exporting any FBX file, always ensure the following: 
 + 
 +  * Only required bones are present in the Armature 
 +  * Bone orientation has been verified one last time 
 +  * Transforms (rotation and scale) are applied correctly 
 + 
 +For all vehicle-related exports, the option: 
 + 
 +**Add Leaf Bones**must be **disabled**
 + 
 +Blender automatically adds end bones when this option is enabled.   
 +Unreal Engine interprets these as additional bones, which leads to unwanted and confusing “ghost bones” in the skeleton. 
 + 
 +Disabling this option ensures a clean skeleton structure inside Unreal Engine. 
 + 
 +---- 
 + 
 +==== Export Presets and Screenshots ==== 
 + 
 +The exact FBX export settings differ depending on the asset type and are documented in detail using screenshots. 
 + 
 +Please refer to the corresponding screenshots in the following sections to ensure that: 
 +  The correct export preset is used 
 +  All required options are enabled 
 +  * No unnecessary data is exported 
 + 
 +Using the correct export settings is essential to avoid issues later when importing meshes, animations, or setting up Control Rigs and Animation Blueprints. 
 + 
 +**Exterior/Interior Export Settings:** 
 + 
 +{{:manual:subwaysim:blender_rigging:blender1.png?direct&100|}} 
 + 
 +**Cab Export Settings:** 
 + 
 +{{:manual:subwaysim:blender_rigging:blender2.png?direct&100|}} 
 + 
 +**Animation Export Settings:** 
 + 
 +{{:manual:subwaysim:blender_rigging:blender3.png?direct&100|}} 
 + 
 + 
 + 
 +---- 
 + 
 +===== Summary ===== 
 + 
 +Rigging vehicles using an Armature provides: 
 +  * Clean structure 
 +  * Reliable animation control 
 +  * Good performance 
 +  * Compatibility with Unreal Engine systems 
 + 
 +For SubwaySim 2 vehicles, this workflow is the recommended foundation for all further steps, including animation setup and vehicle Blueprint creation. 
 + 
 +{{page>manual:footer}}
  
-======The Rigging Process in Blender====== 
manual/subwaysim/vehicle_development/blender_rigging.1765875280.txt.gz · Last modified: by dcs

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