jeffna1/antigravity-voxel-godot-setup/voxel-rigging

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Techniques and procedures for rigging voxel and blocky 3D models, setting up bone hierarchies, pivot points, rigid weight painting (100% per-limb weighting), inverse kinematics (IK), and glTF exporting for game engines (Godot, Unity). Use when creating skeletons, setting up armatures, or binding meshes for voxel characters and creatures.

Install

npx vskill@latest install jeffna1/antigravity-voxel-godot-setup/voxel-rigging

SKILL.md

Voxel Character Rigging Skill

Rigging voxel models has distinct requirements compared to organic/smooth models:

  • Voxel models require rigid 100% vertex weights (no soft blending) to preserve crisp geometric silhouettes without rubbery distortion.
  • Joint pivot locations must align precisely with the voxel grid or limb boundaries.

1. Golden Rules of Voxel Rigging

Rule 1: Rigid Weight Assignment (1.0 Weight)
  • Each individual voxel cube or mesh segment must belong to exactly one bone with a weight of 1.0.
  • Do NOT use automatic smooth weights ("With Automatic Weights" in Blender) directly without post-processing, as it creates soft deformations that stretch voxel cubes.
Rule 2: Pivot Point Grid Alignment
  • Pivot points must be centered along the joint rotational axis and aligned with voxel edges:
  • Knees / Elbows: Placed at the top or hinge line of the lower limb.
  • Shoulders: Placed at the upper corner inside the arm connecting to the torso.
  • Head: Placed at the neck base center (X=0, Y=torso_top, Z=torso_center).
Rule 3: Gap & Overlap Management
  • Design joints with a 1-voxel overlap or rounded joint cap to prevent visible hollow holes when limbs bend.
  • Alternatively, use separate detached limb meshes parented directly to bones.

2. Standard Humanoid Bone Hierarchy

text
Root (Origin 0,0,0)
└── Pelvis / Hips
├── Spine
│ └── Chest
│ ├── Neck
│ │ └── Head
│ ├── Shoulder.L -> UpperArm.L -> LowerArm.L -> Hand.L
│ └── Shoulder.R -> UpperArm.R -> LowerArm.R -> Hand.R
├── UpperLeg.L -> LowerLeg.L -> Foot.L
└── UpperLeg.R -> LowerLeg.R -> Foot.R

Detailed bone naming rules for Godot 4 compatibility: see bone_hierarchy_standards.md.


3. Blender Rigging Workflow

  1. Model each limb as a separate object or keep them as distinct polygroups.
  2. Add Armature (Single Bone), name it Root.
  3. In Edit Mode, extrude and position bones according to the standard hierarchy.
  4. Select all Mesh Objects, then select Armature -> Ctrl+P -> Parent With Empty Groups.
  5. Select each body part in Edit Mode, select its corresponding Vertex Group in the Object Data tab, and click Assign with Weight 1.000.
  6. Add IK constraints for legs and arms if needed for animation.

Detailed Blender steps: blender_voxel_rigging.md. Automation script: auto_rig_voxel_humanoid.py.

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