Rather than creating three seperate meshes and rigs for each standard enemy, I rigged one mesh using human IK and positioned the bones correctly on one half of the body then just mirrored the bones for the opposite side. By default human IK appears in the 'T' pose but i modelled the enemys arms slightly lower in an attempt to avoid extreme deformation of the mesh so had to reposition the arm bones. I used smooth bind to link the bones to the mesh then bound each seperate set of accessories for each theme to the same rig so in unity it was possible to hide a particular asset allowing us to swap out textures for particular enemies.
We came across a problem on the first export. The rig didnt have enough bones for unity to understand it as a human IK rig so no animation could be applied. After re-rigging there was yet another problem, the default bone settings in maya applied a scale compensation which damaged the mesh upon import but after unticking the box and re-exporting everything ran smoothly. The mesh doesnt look 100% what we had in mind when animated by unity but some tweeking in maya may lead to a better outcome.
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