Not if there aren't any vertices weighted to those bones. We had the ability to share anims across all our character in X-men3: Next Dimension. While not a great game by any means, swapping or sharing animations in a fighting game is extremely trivial, since you fight on a flat surface (a height offset is used for anims…
I'm pretty sure that they use one rig for all the characters to make it easy on the animators. I think they have a physics rig and a animation rig so that they can switch the animations around. If not you would have sholders pads, hair, and tit animations trying to be applied to characters with out.
[ QUOTE ] But if all the animations in the game are interchangable between the various meshes, does that mean there was a master rig/skeleton that houses all animations? [/ QUOTE ] Yes, and Soul Calibur always had that. Watching Edge Master fighting with Voldo's animations and weapons is hilarious
http://www.youtube.com/watch?v=E2CTcGFSoM0 Gut used a gameshark to make character fight as a different character (ie Taki fighting as Nightmare). Any ides on how this was done? I was always under the impression that each character was animated seperately with their own custom rig/skeleton system. But if all the animations…
It's definitely possible to have it as part of your animation system. If your characters have really similar bind poses and similar numbers of bones, the rotational keys from the animation can be applied to a different rig. One guy rotating his upper arm 53 degrees is pretty similar to another guy doing the same thing.…
[ QUOTE ] Any ides on how this was done? I was always under the impression that each character was animated seperately with their own custom rig/skeleton system. [/ QUOTE ] why would you even presume this if such characters Inferno & Edgemaster exist? They both have Imitative Power. your lack of knowledge about this game…
of course they use similar skeletons. How else would they have been able to pull off the 'create a character' in SC3 without it being a nightmare? [ QUOTE ] Hm. I guess you have to have a pretty robust physics rig/system to have it handle anything that isn't part of the human body. [/ QUOTE ] Nothing special. All that…
Hm. I guess you have to have a pretty robust physics rig/system to have it handle anything that isn't part of the human body. I was always under the impression their armor was also hand/mocap animated. Cool stuff, though. It's too bad development workflows aren't shared more often.