Simple polygon animation sequence proof get converted to more complex render geometry later right? Bones and LPO curve stays the same. What is the workflow to swap the bones with render ready geometry?
I was watching Blender Conference 2010 video witch mentioned about this simple to complex animation issue. The way they put it was having “proxy” sharing of bones. So simple mesh and complex version of mesh both sharing one set of bones. How do you set up this Proxy?