Hey all,
I'm working on a project with a HUGE animation set which is identical between a large amount of characters. So basically I want to make one rig and skin a character to it. Then animate it all with that character. Then as new characters are completed just skin them to that rig whilst preserving the animations with minimal tweaking.
From the tests I've done it seems like it should be a fairly simple move, albeit with more tweaking per character than I would have hoped, however without taking it through to a polished set of weights its hard to tell if I'm going to run into a crippling problem later on. So I was wondering if anyone who has experience with this could share their experiences...
Thanks in advance
Matt
Replies
What kind of motions?
Are the characters fairly standard or are they all different body types?
Are the characters humanoid bipedal or are they spiders or jelly fish monsters?
Just for rendering or is it going in a game? If so what engine?
Personally I think biped will give you the most flexibility but it depends on how you answer the above questions. With biped you can save the animations and load them onto any biped of just about any other configuration and they'll more or less work. Using Motion Mixer you can even filter out bones and blend animations. Biped also has a convenient layers system that helps you add a new layer and adjust the animations.
There are other ways to do similar tasks with different rigs but it really depends on those questions.
Its a whole set of animations; walks, runs, attacks, emotes, idles, etc
Theyre all human but its fairly stylised so body shape will differ quite a bit, i also want to copy one animation set between male and female body types. They are for in game use; most likely Torque, however the project may be switched to Unity.
I've used biped extensively (as well as quite a few other forum members around here) if you need any help PM me, post here or hit me up on MSN: vig_ at hotmail dot com I've done what your about to do a dozen or so times. The only thing that will slow you down is learning bipeds systems but they aren't that crazy or complex if you have someone who knows how to use it.
When you apply old animation to new skeleton use the merge animation dialogue. If you named the bones similarly you'll know which bone's key goes to which new bone. Though it'll be alot easier if you just skinned the new mesh to the old rig.
Sometimes there will be some tweaking. If things flip wildly it's probably because of a scaling issue (from mirroring skeleton).
Biped is good for this sort of stuff, but if you have to use max bones, you aren't completely stuck with redoing the same animation over and over.