Would I be wasting time by creating animations for a placeholder skeletal mesh, and transferring those animations to another skeletal mesh which will utilize the same skeletal rig (the finalized character)?
I'm creating a playable level, and I want to initially get the player's mechanics animations down so that I can work on the aesthetics of the level. Thank you.
Replies
As long as the skeleton hierarchy is exactly the same it doesn't matter what the rendered mesh looks like for the game engine. Oftentimes proxy mesh is just a bunch of tubes and boxes childed to the skeleton joints. You do want a proxy that has the same build as final character as much as possible as the silhouette and masses will determine the motions that are believable for the character.