Scalable Characters - How Do You Approach It?

Where games offer more advanced Create-A-Character modes, they give the opportunity to scale things like height, limb length, girth, etc. How is this approached, especially without breaking animations that are designed with a particular height (like reaching out to grab something at 4 feet high). Are multiple animations made to compensate for that, or are there some kind of IK motion targets used?

What I’m trying to do:

I’d like to generate NPCs based on several different fields to create variety, including: Texture, attached objects, and body scale.

In 3DS Max, scaling bones generally breaks the entire mesh, and I don’t think morph targets are the way to go either. Then there’s also the concern of breaking skin morphs. How is this generally solved?

Why would scaling bones break the mesh? I wonder if that’s a 3DS Max problem… in Unity, I don’t believe it’s an issue.

You can look at UMA which is free for a solution that does that.

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It’s apparently a thing with model editors in general. I’ve heard artists using Maya complain about the same. Breaks the solvers, I believe. When you have your model in a game engine, all the animations are baked and there’s nothing being solved.

I was wondering if that tool would be a viable solution. Thanks!

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Right… but you’d be doing this bone scaling in Unity, not in the modeler, right?

That’s what I wasn’t fully certain about. For example, you create all your morph targets in your model editor.

Yeah, for morph targets that true, but bone scaling is pretty darn simple… I’d recommend just doing it in Unity.

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