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Modular biped rig?

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MithosKuu polycounter lvl 9
Hello, I'm going to be working on some low poly human characters for a personal project, in order to save time I would like to make one base mesh with separate meshes for different heads/helmets, armor pieces, etc all using the same rig for easy customization (Think Halo: Reach spartan customization) I was wondering if there was any specific way I had to model or rig the body so that all the different parts would animate along with it?

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  • Warheart
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    Warheart polycounter lvl 17
    In terms of getting the pieces attached to the rig there's not really anything specific you need to watch out for in this workflow that I can think of from the details you've given. You probably want to have a look into the skinwrap modifier for transferring skin weights from one piece to another (assuming you're using Max).

    It'd be easier to give pointers if you gave a few more details about how stuff is actually going to be set up and what it's going to be used for.

    e.g.:
    How is your customisation going to be controlled once everything is exported? Are you putting this into a game engine or is it just going to be pre-rendered?
  • MithosKuu
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    MithosKuu polycounter lvl 9
    Pre-rendered for now, although I might throw them into a game engine later. What I plan to do is have a base body/under suit, with different chest, helmet, and pelvis pieces, in order to quickly put together a squad of marines, each somewhat visually distinct, yet all sharing the same base mesh and rig so as to not have to rig multiple different bipeds.
  • Warheart
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    Warheart polycounter lvl 17
    Yep, sounds like a good way to do it. Sharing skeletons and animation is a very sensible way to go if your characters are all similarly proportioned. You can actually get away with a fair amount of variation in terms of the volume of flesh surrounding the skeleton as long as the rotation points of the joints match.

    For reference:
    [ame]http://www.youtube.com/watch?v=r0-r1qsVK5o[/ame]

    If I'm not mistaken all the characters in Uncharted 2 share a skeleton (someone on here might be able to confirm this). It's a smart way to go if all the characters in the game have to be able to perform a similar move set. It saves loads of cleanup time transferring animations from one skeleton to another and can also save a lot of memory.
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