Hi all, I’m creating the character rig and animating the characters in a student UDK game and I’m looking for some advice on creating a rig that I can use across multiple characters. All the characters are humanoid bipedal of differing builds, and ideally I’d like to use the same animation sequences where possible.
I’m concerned though that there may be some traps or beginners mistakes I’m likely to fall into when resizing my rig to a new character. Can anyone give me some advice on things I should be avoid or that I should build into the rig to make it more multi-use?
[QUOTE=jameskyle;16918]Hi all, I’m creating the character rig and animating the characters in a student UDK game and I’m looking for some advice on creating a rig that I can use across multiple characters. All the characters are humanoid bipedal of differing builds, and ideally I’d like to use the same animation sequences where possible.
I’m concerned though that there may be some traps or beginners mistakes I’m likely to fall into when resizing my rig to a new character. Can anyone give me some advice on things I should be avoid or that I should build into the rig to make it more multi-use?[/QUOTE]
Are you having trouble finding a good way to scale rigs? Like parenting all of your controls joints and iks, to a globalMove group and connecting the transform, rotate, and scale attributes of the group and global control together? if they were the same geometry you could easily just bind the mesh to a single rig, and then transfer the animations that way. Then the global control will act the same for each, and can resize in the engine, I think. Im sure there is someone more knowledgable who can help out.