I really enjoy making and tinkering with rigs inside of Maya, but something has been bugging me lately. Most of my rigging knowledge comes from this tutorial from the Maya Learning Channel:
https://www.youtube.com/watch?v=MV4XRgmTynYIt advocates using separate joint chains for different bodyparts, as opposed to keeping it all in one skeleton hierarchy.
However, I've also seen videos such as the following rigging demo reel which shows a fantastic rig but also points out that the mesh is bound to a single skeleton:
https://www.youtube.com/watch?v=zvUfiKQI5jQI would like to know more about the pros and cons of having a single skeleton versus keeping my joint chains separate. I know some basic things, such as keeping joint chains separate allows for modularity and easy space switching, while using a single skeleton is good for when you want to export the character to a game engine or an animation to Sketchfab (which I have learned the hard way that it does NOT like multiple skeletons), but what other advantages and disadvantages have you guys found with using one method or the other?
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I mean for stuff like games, you have the skeleton that is bound to the model, that will make it into game. You can still use your preferred modular setup though, except to drive the export skeleton that's what IK/FK setups do, and then you bake the keys down to your export skeleton. Admittedly I haven't done any rigging in years and with all the new technology that might not be the way it is done these days.
Like @m4dcow said, I am also a bit behind on times with current rig tech, primarily working with an older system like Radiant over the past years, so read up on documentation for the engine that this rig would be used with Seems to be flexible, and very circumstantially based.