I am trying to implement a player character that is both modular (having different meshes for outfits, head types, etc) and able to be scaled to various different forms (slight build, bulky, masculine, feminine, etc), that all uses the same animations and animBP.
The most relevant example would be Fortnite, where characters can have significantly different forms (Constructor vs Ninja) but they all still use the same animations and animation logic, as well as having outfits that add additional bones to their skeleton (I assume).
**How does one go about authoring skeletal meshes that will make good use of animations for their individual physiques?
Is this achievable through rigging only? Or are the animations designed to be able to adapt to the different body types?
What is the proper way to set up retargeting / skeletons in the editor when certain meshes will have bones that others will not? **(Character with a tail, vs without)
If a skeletal mesh such as an outfit is being used alongside the character mesh, will different versions be needed for different physiques or can morphtargets (or something else) be used to match the outfit to the corresponding body type that is wearing it?
I’m well aware that these are covering a wide swath of information, but I hope they are all actually animation related and on-topic for the forum. Also if any of them are too vague I’m happy to try and explain what exactly it is I’m looking for.
I’m happy to hear any insight into how Fortnite’s characters are rigged and animated, as well as how different skeletons are managed within the engine when using the same animation assets. (Examples from similar character systems in other games are perfectly fine as well, I just figured that Fornite was the most obvious example since it’s made in the same engine and has a relatively wide range of physiques).