Re-using rig and animations for different geometry

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  07 July 2013
Red face Re-using rig and animations for different geometry

Hi! My team is working on a creature fighting game like Pokemon, where the creatures go through different stages of evolution. Each stage has slightly different proportions & geometry, but the animations will be roughly the same.

To save work, we'd like to re-use rigs and animation keys for the different 3D models. What techniques are best to achieve this? Are there any good tutorials out there?

Thank you!
 
  07 July 2013
Really depends on how different the meshes are, for example :

Same topology, just different shape : could just be applied to the rig as a front-of-chain blendshape.
Different topology, same proportions : could be bound to the same joints, copy weights from original mesh and then clean up the parts that don't work 100%.
Different proportions (longer/shorter body or limbs) : worst case really as the joints/rig would need to be altered to suit and the animations would no longer fit the rig exactly. Still possible to fix but a lot more work than the first two cases.

Hope that helps,
Cheers,
Brian
 
  07 July 2013
That's very helpful, thank you! Sounds like each approach has its own advantages/disadvantages, but this gives us something to work with. Thanks again.
 
  07 July 2013
Great, glad that helps. I work as a freelance rigger/animator so I deal with this kind of stuff a good bit

Cheers,
Brian
 
  07 July 2013
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