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How to attach procedural random non-uniform meshes to a single animated rig . game pipeline

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)
How To Be A Pro At Crossy Road - Vulcan Post
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.


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