I am using the Manuel Bastioni Laboratory (MBL) characters and the work is amazing. However, retargeting the model to suit the mannequin involves a lot of steps, especially when you include the expression shape keys. There’s also a minor twist problem. I haven’t actually done much but download a number of videos to look at when I have free time on my ipad. But I know Blender and admire the awesome weight painting that the models currently have.
So my question is this. In your opinion is it easier to conform a model to the mannequin or should I break down and animate the MBL bones in Blender, completely replacing the mannequin?
Pros to the replacement
- If I need a new body type (I plan on using attachments for everything so there will be only two base characters) It will be easy to reuse the animations that I made.
- There is only one or two bone layers so it will be easier to animate things.
- The webcomic will be completely mine.
Cons to replacement
- Hard work, since I’ll have to animate from scratch
- The animations might be jerky or unnatural and require lots of tweaking
- I cannot use any of the UE4 animations, I would have to duplicate them.
Pros to mannequin based characters
- I can use any animations in the store
- It would be faster to take off running
- Easy fix
Cons to mannequin replacement
- It could get expensive to buy animations
- the animations would not be mine
- If I need something just right to happen, example, the character must pick something up, then I may have to fight with the mannequin to animate it right
Anyhow, let me know your opinions. Thanks
- The comic/game would look prefab and generic.