CGTalk > Software > Autodesk Maya
Login register
Thread Closed share thread « Previous Thread | Next Thread »  
 
Thread Tools Search this Thread Display Modes
Old 07-16-2013, 03:53 AM   #1
Tronno
Dance, puppets, dance!!
portfolio
Bogdan Balan
Graphic Designer
Mississauga, Canada
 
Join Date: Aug 2002
Posts: 155
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!
 
Old 07-16-2013, 02:38 PM   #2
Horganovski
Freelance Animator/Rigger
 
Horganovski's Avatar
portfolio
Brian Horgan
Graphite9
Dublin, Ireland
 
Join Date: Apr 2007
Posts: 4,845
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
 
Old 07-16-2013, 06:00 PM   #3
Tronno
Dance, puppets, dance!!
portfolio
Bogdan Balan
Graphic Designer
Mississauga, Canada
 
Join Date: Aug 2002
Posts: 155
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.
 
Old 07-16-2013, 06:45 PM   #4
Horganovski
Freelance Animator/Rigger
 
Horganovski's Avatar
portfolio
Brian Horgan
Graphite9
Dublin, Ireland
 
Join Date: Apr 2007
Posts: 4,845
Great, glad that helps. I work as a freelance rigger/animator so I deal with this kind of stuff a good bit

Cheers,
Brian
 
Old 07-16-2013, 06:45 PM   #5
CGTalk Moderation
Lord of the posts
CGTalk Forum Leader
 
Join Date: Sep 2003
Posts: 1,066,481
Thread automatically closed

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
__________________
CGTalk Policy/Legalities
Note that as CGTalk Members, you agree to the terms and conditions of using this website.
 
Thread Closed share thread


Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
CGSociety
Society of Digital Artists
www.cgsociety.org

Powered by vBulletin
Copyright 2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump
Miscellaneous

All times are GMT. The time now is 11:17 PM.


Powered by vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.