Hello! I try to make posting questions on here my last resort, but I've scoured the internet and it seems like a lot of possible answers instead lead to 404 pages, so here's the situation:
I'm doing this fun little project where I'm making myself and friends as 3D models of characters that would fit into the universe of The Legend of Zelda: The Wind Waker. One such character is a Rito, a bird person who's arms transform into wings when they fly.
My question is, what is the best way to go about creating a character model who's arms can be swapped for wings and vise versa?
My original two ideas where to either: 1. Have 2 separate instances of the same character, one where they have arms and the other where they have wings and I just somehow swap the models during animation or in engine, or 2. Have only one instance of the character and save out separate objs for each wing. The latter option is the one I've seen used in the "supposed" official model for Medli (a Rito character) that was apparently ripped from Hyrule Warriors (though I have no way of knowing if that's true or not). Link to download that resource for reference is
here. Though if I were to go this route, I've no idea what the workflow is after that as far as rigging and animating goes.
These models I'm making were originally only going to be used for renders and hopefully some animated shorts, but if it's possible, I sure would like them to be compatible for modding purposes! (Which I know very little about).
Any advice/help for how to approach this would be so very greatly appreciated!!
Replies
Thank you for the advice thus far!
Here's how I've done it in the past...
1 skeleton with regular arms AND wing bones.
2 models skinned and rigged to that skeleton.
Export them both together in one file. (It's tricky to combine in engine, way easier to just export them together)
When you animate, animate the wings and the arms as if only one is showing
Swap models when needed between the wings and arms character