I hate to say it, but I haven’t really set up a lot of animation networks in my time. Mostly, I’m the task automation guy, but now I’m stuck with the task of getting our animation system to work. I’m not exactly flailing, but I’m running into a lot of difficulties.
First off, the studio I’m in is using Character Studio. I have never had to look that closely at the hierarchy for a Biped, but amazingly, the damned leg bones are a child of the Spine1 bone… not the hips… not the root… The SPINE. This makes having somewhat independent motion of the upper and lower body and blending the two together to be extremely problematic. We’re really close to an alpha release, and I’m considering stripping out our damned skeleton and going with either a CAT rig or something completely custom. (Don’t blame me too much. They were already working on this for about 9 months before hiring a tech artist.)
On top of this, we dumped our previous animation system and changed to using Granny. Yes. A month before our original planned Alpha release date.
So, I’m trying to figure out how to set up a proper animation state graph in Granny with mostly independent upper and lower body motion, and I’m thinking I need to either change out our rig, have a lot more animations authored, or both. None of this is appealing, so does anyone have some pointers out there? What were some of your solutions?