I want to know how or if it would be possible to construct a rig and then parent spheres or some form of geometry to the joints as influence type objects forming the underlying structure of a person or thing. Than get the mesh of the character and attach it to the geometry driven by the bones. Not having to worry about painting weights. Then being able to re-use the rig with the geometry base connected to it for other models as well.
I am not sure if I am explaining myself that well. I am not hundred percent sure of terms, I don't know mel and not even very good at rigging.
Just wanting to know if this is a plausible way to create a reusable rig that has the weights attached to the joints in the way of spheres and geometry, or if something is out there already. I am guessing it is like a muscle system or something.
How could I make the character mesh be influenced by the geometry parented or skinned to each joint. Wrap deformer? Or is this to much for a system and would slow it down a lot. I am just wanting to creating something that can rig a lot of characters that are all pretty similar in stature.
Because if I could spend sometime on attaching spheres and geometry to a rig than somehow using these to drive meshes of different characters. Without having to go in and adjust to much of the underlying rig.
Please tell me if I am dreaming. If so can people point me of the right direction for other techniques.