High council,
I find my self here again, surrounded by skeletons, yet also in November, so we should be free of skeletons by virtue of Halloween being over.
I am without a doubt, unqualified to be doing the stuff I’m doing, and I’ve trawled some really great posts in the forum that have got me closer to what I’m trying to achieve.
The goal was to create an animated avatar form separate head, arm and leg meshes.
We have a skeleton and animations, that existing in 1 GLB.
We have 3 other GLBs containing the head, body and feet.
I know about animation group retargeting, I’ve got that bit down.
I also get that I can set the linked transform on the bone.
I’ve even done the whole copy weights and indices kinds to the meshes.
Earlier it felt like I had a bit of success by shipping the whole skeleton with each mesh, and then retargeting the linked transform to the right transform and setting the skeleton to be the one from the skeleton and animations GLB. I’ll need a sort of index to say where to look for the right transform if I’m going to do it that way.
I tried to ship the meshes with just the part of the Skelton for say, the feet, but that causes all sorts of clone ripley in alien 4 problems.
What should be the right approach for composition, use a whole skeleton, use separate skeletons in lock step?
Ship the meshes with a copy of the entire skeleton, keep the transforms and remove the skeleton, and use the donor skeleton.
I’ve tried all this stuff and I think my mental model is off somewhere.
Do I need to reparent the transforms of the component parts? Is that the missing step?
Again, apologies for end up seeking wisdom once again.
Also thank you @PatrickRyan , and answer to a previous post helped with regard to workflow and pipelines, the only thing I wasn’t clear on was ship a whole skeleton for each component part or part of the skeleton.
Thank you again high council.