Idea:
-Player can build their own mesh/monster out of blocks.
-These blocks will form a monster of the players creation in various silhouettes. (crossy road example below)
think like this, but even more variety, like non huminoid non quadraped creations. Squid, or dragon or random many limbed creatures as well.
-I want to make one rig with multiple base animations i.e ( run, attack, die etc...)
Question:
1. is there a way to make this work with some relative seamlessness>?
2. is there a procedural way to make the animations and or rigs to fit a mesh with various silhouettes?
My possible solution:
make a humanoid rig
quadruped rig
and an other rig ( more generalized to fit non- traditionally shaped meshes.)
and animate each rig by hand.
I am not a rigger, so I am probably missing some thing I can use to make this happen. Any advice would be greatly appreciated.
Replies
I'm forgetting the game right now, but it allowed the user to pick from an array of evolution mutations, to drill down to a design they liked. It was hugely popular a few years ago, people sharing screenshots of insane character layouts with their mutations.