Hello! Now I am working on a rigging of a monster, but facing a big issue. Animators already finished all animations with biped rigged file. But this monster is gonna be half-sliced when it's attacked. so I made a new rig with bones from spine to upper( down from pelvis is biped) with a half-cutted model. And here is a…
You could do a similar workflow as blending a FK/IK rig. Have a bone system that you animate on top of biped and have another set of bones that are constrained between the biped and the other animated bones. Add a custom attribute and wire parameters the weights to the custom attribute.
I agree. You skin to a deformation rig that blends it's constraints between the biped and another full rig that drives the animation after the character is cut in half (or whatever) Working like this has a lot of benefits - not least that you separate the topology of the deformation rig from the topology of the animation…