Yep, you should think of "animations" as separate to "models". Most decent game engines with bone-based animation will let you apply any animation to any skeleton that has the same number of joints - usually the joints have to have the same names too. So in theory you should be able to export "run_cycle_1" to a basic…
Once upon a time, animations were stored as deformations of a models vertices. Basically put, you animated a model by moving it's vertices, and each keyframe would store the different positions of every vertex in the model. This allowed for total and complete freedom in animating your model. You could make your model do…
Off the top of my head, I imagine the new meshes get skinned to a common skeleton and then exported by themselves. Either the bones themselves act as markers or custom tags are used to keep track of the places different kinds of armor can go. Animation data is stored, saved and can be loaded into most skeletons. 3dsmax has…
Hopefully to make it easier, and apologies if some of this you already know... You build a model and drop a skeleton in it. There are various ways to do this in different software, but all will have great step by step tutorials. You then skin or bind the model to the skeleton. In Max you'd use the skin modifier to do this,…
Seems I am going to have to learn how to animate bipeds soon. Luckily these are low poly assets so there won't be TOO many verticies to wrestle with, but I suspect it is harder than the pros make it look. This said, I am trying to wrap my head around a certain pipeline or order of operations. We are working on an XNA game.…
@ Rick Sterling, and others... I am glad I saw your post. I just had that epiphany. That you can use 1 skeleton, and drop it in multiple characters (I assume it can be saved in character studio as well as its animations); what is most important to the engine and the programmers (if I understand) is that the names and…
@Richard Kain That's a lot to take in. In addition to what others have said, I have a deeper understanding of how it is done nowadays; now I will admit that I lack a good primer on -how- to do these things, but I think it important, to -me- anyway, that I understand the whys before they hows. I suppose I should look for…
That is a lot to take in, and some pretty old info but could apply to what you're doing... I guess... Hopefully that didn't confuse you too much. As for the how, that's where the line between programing and art starts to get a bit fuzzy. A lot of the how, is dependent on what engine and what file formats they plan on…
Exactly- treat the textures, mesh and skeleton as separate (but linked) entities. As an artist, the most difficult part could be the skin weighting to make all those mesh objects work with each other without horrible intersection. You may end up with a single master file that has dozens of separate bodypart components that…