Default animation RIG for all character models?
by Pierre DragoFire Hay · in Game Design and Creative Issues · 11/24/2008 (7:27 pm) · 3 replies
Now I know about Character animation RIGs, what I'm wondering is is it possible to have one default RIG for all characters that use the same basic structure no matter it's dimensions.
If this is possible it would mean a major cut in development time of characters and also the possiblity of that time to be used to increase the amount of animations and the degree of detail of said animations. THis could be good to use on quad limbed characters and animals with simular structures and movement styles.
Ideally I'm planning to have multiply animations attached to one RIG, for both female and male characters.
If this is possible it would mean a major cut in development time of characters and also the possiblity of that time to be used to increase the amount of animations and the degree of detail of said animations. THis could be good to use on quad limbed characters and animals with simular structures and movement styles.
Ideally I'm planning to have multiply animations attached to one RIG, for both female and male characters.
#2
When I first started making my own characters, I stripped down the "Blue Guy"
or the "Kork" example files. And left only the skeletal/bones/biped (whatever you wanna call it),
and all its nodes etc.....
I Then converted that bone structure to a t-Pose.
Built my character overtop of that T-Pose.
I was able to make many small adjustments to the skeletal frame,
and still link the mesh to the rig. With out too much issues.
It Exported fine.After more than a few failed attempts
and plays all the stock DSQs.
The DSQs will play on any skeletal frame that matches the bones of the export
character.
All you really need to do, is....find one set of instructions. Latch on to them for a while.
Read Read Read them over again, and practice till it works for you.
This is very useful and needs to be read
and for along time have always pushed Chapter 8 as my own personal favorite Doc
There is also Torque Motion
But long story short, Yes its possible.
11/25/2008 (5:41 pm)
Yes you can use one rig for as many characters as you would like to create.When I first started making my own characters, I stripped down the "Blue Guy"
or the "Kork" example files. And left only the skeletal/bones/biped (whatever you wanna call it),
and all its nodes etc.....
I Then converted that bone structure to a t-Pose.
Built my character overtop of that T-Pose.
I was able to make many small adjustments to the skeletal frame,
and still link the mesh to the rig. With out too much issues.
It Exported fine.After more than a few failed attempts
and plays all the stock DSQs.
The DSQs will play on any skeletal frame that matches the bones of the export
character.
All you really need to do, is....find one set of instructions. Latch on to them for a while.
Read Read Read them over again, and practice till it works for you.
This is very useful and needs to be read
and for along time have always pushed Chapter 8 as my own personal favorite Doc
There is also Torque Motion
But long story short, Yes its possible.
#3
Tony
12/11/2008 (6:42 pm)
This is such a great idea. I'm looking forward to trying it. No more boring stationary T-pose :)Tony
Torque Owner Pierre DragoFire Hay
RedlineIT Ltd
So any insight on character development would be greatly welcomed.