Hello there!
I am trying to create a character morph sequence that allows for player control over each state of the morph, within UDK.
Ideally I want to create the morph between these two states:
However, although I think I have the mesh and texture morphing aspect sorted, the extreme contrast between the two states means that the rig set up will be wrong for one or the other. This is because the pivot points for the limbs will be incorrectly placed for one of the states.
I do not know for sure, but my guess is that a game like Brink manages this since the two character states are similar enough, for limb position not to alter too much, thus a single rig can be used.
I am not sure what is the best way to tackle this problem. Ideally I want to create this as a real-time event, working without camera edits. As far as I know, it will not be possible to have the rig (after the morph animation is complete) adjust to fit the new morph state, since the weighting of the bones would result in horrible vertex tearing.
Could I code for some kind of adjustment of the rig and how would I go about doing this? I have created .ini files for custom characters before, but this has been for adapting Unreal’s existing skeletal rig, in the way GeoDav explains.
Would some kind of blend between a two-rig-set-up be possible?
Another idea I was thinking about, was to instead morph the movement animations (forward, left, right, back etc) and avoid having to rely on the rig to animate these. The problem with this is that it is not a very good way of controlling the whole animation/tweening frames.
I fear that a ‘smoke and mirrors’ effect will be necessary, using camera edits and two different characters rigs. I am not sure how to do this yet, but I am guessing it would involve hiding one character to expose the other. I know this is possible for static meshes, but not dynamic ones.
Any support with this would be much appreciated, even if it means I am going down the wrong route completely.