You can use a simple rig like theirs. Naming convention of bone can be what you want. But if you need to transfer animations from one to another, It is easiest to get a naming convention that you will use over and over again.
The rig details I explained above are what GameGuru uses in their Bipeds for the different characters. This set up will transfer motion capture data to where it needs to be. The hardest part will be trying to get the stock animations into Blender, as there is not a stock set released. So you will have to RIP the animations from the xfile. Not the best way, and a lot of work. But the newer bipeds are not released to the public yet, as the AI is still in development. You can get one that is close from here:
https://forum.game-guru.com/thread/209329. You will need to convert it to Blender format that will import the animations. (I have no clue in Blender). I use Max and have a different way of doing things. The character that holds all the stock weapons is the Uber Soldier one.
The FIRESPOT bone you have, you should move it as close to the Hand Joint as possible on the inside of the hand. Now you may need to play with the rotation if you find that when imported into GG and running test game the Gun is not pointing straight. VWeap.x are the guns in the gun folders for AI to hold when you assign them.
The RIG you painted will give the character good motion. We can use up to 63 bone max per object in one rig. This would be a character that has articulated fingers with 3 joints apiece. (30 bones for both hands and fingers) If you don't need it don't use that many. You will need to mirror the arm and leg bones over like in the tutorial.
Do plan on this having a steep learning curve to achieve what you want. Characters are the hardest, because of the number of different types of jobs needed to finish. But once you get your workflow down, and stick with it. you should be able to do one a week or more with practice.
I will say that you need to be sure your character is the proper height for GameGuru. Test this first before you start rigging your model. If you don't, you will get weird vertices pulling and stretching, and you will have to start rigging from the beginning. You don't want to get all your animations in and find a scaling issue after that is finished. I have done it, everyone has done it, So maybe you wont. : )
If you are not into writing your own AL scrips then have your animation sequences and frame lengths as they are in the uber soldier FPE file at the bottom of the file.
You can make you own animations, but for instant script use, Put them in the frames listed in the FPE file.
Characters are chunky, there are 16000 frames plus of animation in them for the Uber soldier.
What I do is have a different character for holding the colt 1911, or the shot gun, or the RPG weapons and don't use the other not needed.
Your character will work better, and you will be able to use more at the same time. Again if you don't need it, and you are able to customize things, then don't use it. (Performance)
Opening up the files now. I see they supply a script for FBX to Biped. Blender supports BVH motion files. So do a search on them and how Blender needs to convert them. I have a version of Blender that I will try and import the FBX file in and see how bad it scrambles it.
But again I am no Blender expert. There are 1000's of tutorials out there on each subject in Blender, and Blender has there own tutorial series online. Worth checking out.
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