Re: 3D People of Daggerfall
Posted: Thu Jul 02, 2020 3:26 pm
I was hoping someone more knowledgeable would chime in before now, but I'll take a stab at it.
Short answer: I'm not entirely sure, but I think doing it that way would be inconvenient for Unity workflow.
Long answer: Unity uses Mechanim animation system. It uses the concept of an Avatar to handle similar rigs in a uniform way so animations can be easily shared across many rigs. There are several pre-made avatars, but the most relevant and useful is the humanoid avatar which allows for animation retargeting such that any animations that are compatible with the humanoid avatar can be used universally with any other mesh using the humanoid avatar.
Having said all that, the only way I know that it is guaranteed to work in Unity is if you use just one rig that follows the Unity Humanoid Avatar pattern. Note that some bones are required, and others are optional such as the fingers, eyes, chin, chest, neck, and toes.
It may be possible to create a custom avatar that can handle your special composited rig, but I don't know that for sure. If it did work with a custom avatar, it may make it difficult for future modders to create new animations that apply to your models.
I hope this information helps.
Taking a step back, I'm guessing that you're rigging it this way so that you can allow different pieces of clothing and armor to be mixed and matched with other base meshes so that if the parent rig scales up/down, then so does that piece of clothing or armor and it is positioned correctly at all times during each animation clip. It makes sense to me, and if this isn't the right way to do it, then I don't know what is. I just don't know how this fits in with the Avatar system. It may not make a difference. Best we can do is test it, or hope that someone with more experience and weigh in on the issue.
Edit: After watching this video, I think what you're doing is fine.
Short answer: I'm not entirely sure, but I think doing it that way would be inconvenient for Unity workflow.
Long answer: Unity uses Mechanim animation system. It uses the concept of an Avatar to handle similar rigs in a uniform way so animations can be easily shared across many rigs. There are several pre-made avatars, but the most relevant and useful is the humanoid avatar which allows for animation retargeting such that any animations that are compatible with the humanoid avatar can be used universally with any other mesh using the humanoid avatar.
Having said all that, the only way I know that it is guaranteed to work in Unity is if you use just one rig that follows the Unity Humanoid Avatar pattern. Note that some bones are required, and others are optional such as the fingers, eyes, chin, chest, neck, and toes.
It may be possible to create a custom avatar that can handle your special composited rig, but I don't know that for sure. If it did work with a custom avatar, it may make it difficult for future modders to create new animations that apply to your models.
I hope this information helps.
Taking a step back, I'm guessing that you're rigging it this way so that you can allow different pieces of clothing and armor to be mixed and matched with other base meshes so that if the parent rig scales up/down, then so does that piece of clothing or armor and it is positioned correctly at all times during each animation clip. It makes sense to me, and if this isn't the right way to do it, then I don't know what is. I just don't know how this fits in with the Avatar system. It may not make a difference. Best we can do is test it, or hope that someone with more experience and weigh in on the issue.
Edit: After watching this video, I think what you're doing is fine.