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?
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.