I have a human model
I want to scale/lengthen different sections of it such as thigh to shin ratio or widening the torsoI understand the use of shape keys to accomplish some parts
I have a human rig
I want the rig to transform at appropriate sections along with the human model and keep its animations relatively intact
I have played around with bone constraints and parenting, and coming up with something similar to the muscle system setup…
My goal is to create a character model that can be customised like in game character creation systems but I am having trouble working out how to implement the height/length of bones without using ‘edit mode’, and have the mesh copy. (I am guessing drivers are a key factor in this.)
For example:
If I had an armature setup of human legs with a walk cycle; how would I change the position of the knee in the armature and have the human legs mesh knee move with it while keeping the walk cycle? Would I need multiple rigs?