I've been interested in learning to how rig/pose characters/objects and so I started looking at some PS1 games (because I want to get the simplest idea of how it works).
Compared to today, how much different were the tools/pipeline/effort needed to make moving characters like this? Did they just rely on one skeleton/few bones and hand animate the rest?
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http://all-things-andy-gavin.com/2011/02/04/making-crash-bandicoot-part-3/
But, skeleton hierarchy-wise, the principles are pretty much the same, minus the engine limitations of the day, obviously. Things have, of course, come a long way since PS1 but bone systems were used, albeit with less bones.
I forget if vertex weighting was even possible on the PS1, it might have been toward the end of it's life cycle, which was pretty freakin long.
Vertex animation for games like quake and crash bandicoot got around the 1:1 segmented problem by not having joints or skeletons but animating every vertex, in game. It gave them fluid deformation and gave Crash a lot of squash and stretch that just wasn't possible at the time. But they didn't animate the verts, they still used skeletons and multi-joint weighting to create the animations, but that was all stripped out on export and what showed up in game was straight vertex animation.
http://all-things-andy-gavin.com/2011/02/04/making-crash-bandicoot-part-3/
If you keep the models low poly enough it's still pretty efficient for a lot of games.