Hey all,
Hopefully a quick question.. Has anyone been able to share animations between 2 rigs with the same naming conventions, but with uniform, or nonuniform scale applied (for longer arms, etc.). We are using Maya, and theoretically seems like this should work. However once the character is exported and brought into the toolset we are using, the animations revert back to the identical size. Collapsing/shrinking the geometry onto itself. The bones maintain the placement of the original animation. So basically any typing of scaling does not carry onto the animation, T pose looks proper with the longer arms, but as soon as the animation is activated, the scale to the original placement of the non scaled rig.
I'm basically looking for a way to share motion across the board with different characters, using the same rig but with size variations to it.
Replies
only downside, is the feet may slide and hand contacts may be off.
there are lots of solutions to this problem. but to be honest, if you didnt know about the easy one, explaining the hard ones won't do any good.
Scaling in the engine might be not that clever when dealing with radgoll and collsionMeshes, our programmer would punch me, but thats an other story :P Just PM me and i send it to you.
EmFX for example has that feature, but its a bit of a hack.
For your solution you might pick my script and have a look at the spore whitepaper, they are dealing with ik and felxible armscaling, so that the character can catch thing and the enginge know where to place him that hand and object match up.
Another solution would be 2 Rigs with different Setups but same attributes which can be stored as animtion which could be loaded to the other rig. That way you would be more flexible...
yeah, I was a little rushed to post, so missed some info. We are basically using the NW4R Nintendo tools for Wii development. We're starting this project, and testing what can and can't be done, as well as how certain things work with exporting. I haven't used FBX too much, and am primarily a Max animator, so there's a small learning curve. The problem seems to lie mainly in when the animations load in the revolution viewer, hence the models load properly, but when an animation is applied, the squashing happens. Reverting the joints to there original placement, from the master file.
Will continue to play with this, and see if anything comes up, thanks again for all the help, and any more info would be greatly appreciated.