Voxel Animation

This is my voxel character:

After some experimenting, I found a way to use Rigify with voxel characters: After watching some CG Dive videos, I figured out that you can use samples from Object Data Properties in the Armature. The arms, fingers, legs, and rear paws work well with voxel chars. For the spine, however, you have to use a chain of super copies. Otherwise, the actual spine sample will deform your character’s spine. The same goes for the head and neck too.

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An update on what samples work for voxel characters: Basic.Copy_Chain and limbs.simple_tentacle.

Voxel Rigify Update: limbs.spline_tentacle works as well.

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An update on what samples DON’T work for voxel characters: face.basic_tongue (and all face bones + skin) and experimental.super_chain

I kept them as separate parts, but I have to warn you that there will be a lot, and I mean a lot, of parts. The hand alone is 12 objects! For the spine, I kept it to 4 parts, but for you, I would say, keep it to 3 to 4 maximum.

I have long given up using parts for voxel animation. Instead, after remembering a certain YouTuber who created the original Zelda game in 3D with voxels, I am in the process of recreating that clipy motion he demonstrated, similar to the original one.

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