I have these morph player models that will be used in play and in cutscenes:
The shirts, pants, belts, belt buckles, shoes, eyes, body and mouth are all separate pieces that are intended to be animated in unison. I am wondering how i should go about this.
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I could put them all under one model and use a Motor6D to connect them to one root piece. They would then all be animated by one AnimationController and one set of bones. Super clean. The only problem is that I will need to append non-morph items to the player model such as their core (an item that will be removed/replaced from their model, incorporating it into the morph would be impractical), armor (would be difficult to attach to the morphed model, Bones can’t be welded to parts so the parts would have to be constantly positioned via script in real time). A simplified block rig would be animated in unison with the morph to serve as the player’s hitbox. This would also work better with animating because the morph would be animated directly and it would be easier to see how all of the body parts interact with the game world.
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I could make a block rig that mirrors all of their joints, animate the block rig and then have a script that constantly frame updates all the morphs’ bones to stay pinned on the rig. Then any attachable items such as armor, the core and the player’s weapon could simply be welded to the model without a second thought. This would work better with the player’s hitboxes which could be mounted on the rig as well.
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Which approach would be more efficient/easier to use? Or better yet, is there a better way of doing this that i have not thought of yet?