How to apply modular parts to a standard skeleton?

We’re working on a simple modular character system, where (say) the lower half of the body (from the waist down) can be swapped out for a different lower half. But we want to be able to use ordinary Mecanim humanoid animation with the result.

I’m a bit stuck on how to set that up. Attaching a fixed part, like a weapon or other accessory, at any point in the bone hierarchy is easy enough. But the lower body contains hip, leg, and foot joints. So, swapping in a different lower body model, how to I patch up the rigging so that it all works like a unified model?

Hey Joe - here is the information I’ve gathered on this topic. I think this first link is most valid.
From my simplistic artist brain understanding - the rig doesn’t change, only the skinned mesh changes.

This looks depricated (I think?) but has interesting informaiton related to the topic
http://wiki.unity3d.com/index.php?title=SkinnedMeshTools

Another seemingly similar workflow for modular characters, pre-mecanim so milage may vary greatly.

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Thanks very much, that’s exactly the info I needed! I see how it works now. Doesn’t look too scary at all!

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Cool! I was for sure you’d already known about this information. :eyes:
It’s SCARY to me only because it requires some code bits to get functioning. However I think I might be able to get it working when I eventually need it - with the detailed thread masterprompt and other left.

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