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Next gen rigging separte meshes

Hi all, im working on a mod that will be on crytek2 engine. I know in some games(like gears of war) they have 2 separate mesh for textures(head and arms, Body and legs), so i was wondering, when it comes down to rigging, how is it working, is it like a separate rig on each of the mesh then programmers somehow "attach" it in the game or is there a specific workflow. thx guys

Replies

  • Mark Dygert
    I can't speak for Maya, but in Max you can apply skin or Physique(yuck) to all the meshes that make up your character. It makes it kind of hard to work with as each piece will have its own individual skin modifier requiring more clicks when you jump from piece to piece. It depends on the engine if it will allow you to have more than one piece.

    A nifty trick in max, you can select a bunch of parts, then apply the Skin modifier to them all at the same time and rig the character as if all the pieces where one piece. They are still seperate pieces it just makes rigging easier because if you have them all selected you can access the instanced skin modifier for every piece as if it was one single piece. It helps to create a selection set of all the pieces so you can select them all quickly. You can do the same with Edit Poly, it makes working on multi object meshes easier =)
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