Hi ppl, I just wonder what solutions there might be out there to solve this case, if you wanna change a character rig (esp. mgear rig) after the animation has already started and animators have already produced animations that you don't want to put in the trash bin... Since (as far as I know) iterative work is quite…
"after the animation has already started and animators have already produced animations that you don't want to put in the trash bin..." Well, this whole premise is flawed anyways : A rig consists of a set of controls driving an armature ; animations for a given armature can be produced by different rigs. For instance,…
Shouldn't and can't are different things Can you come up with a way to make this viable? yes you can - provided you plan it into the way you work from the very beginning. I've built several rigging systems where the the bind (exported) skeleton is 100% independent from the control rigs (the ones you animate) - in those…
Thank you for your answer. Ok, fair. I forgot to be more precise by what I mean. I was talking about changing the skeleton, like adding joints or sth like that. So what would be the workflow to keep old animations while updating the skeleton? Is retargeting the option to choose? So, I guess, retargeting would be kinda…
In a game studio (or any CG production really) something as drastic as a skeleton refactor is not supposed to happen, because it would break a huge amount of things. The preproduction period is precisely here to avoid that. And then these things get locked in for the duration of the project. If such a change is really…