At the other end of the spectrum where you have feature film characters that are very complex with lots of high detail, clothing, hair and other bits that would just kill the interactivity for the animators I would go with multiple rigs.
Three levels of rigs would be generated from the previous, animation rig, deformation rig and dynamics and render rig.
Animation Rig:
The animation rig would not have all the muscle bones, twist bones and other deformation rig parts and only have a chopped up mesh linked to it. Animators can now work with this very quickly without slow downs. The animation would be saved off this rig using the save animation feature and then loaded on the high res rig.
Deformation Rig:
The high res rig could be done in one of two ways, either the same rig as low res but with all the extra deformation rig bits added or just an FK bone system with all the deformation bits added. The second choice removes complexity but takes some of the flexibility away as you really can't edit the animation on this rig as well. The high res rig would have all the high res skinned, skin wrapped and tessellation modifiers on it.
Another possible way of dealing with the deformation rig is to have it set up on an FK system without controls but instead of loading animation onto it you merge the rig into the animation file and use constraints to constrain the rig to the animated rig. This gives you the ability to see the high res set up on the deforming mesh and still be able to tweak the animation if need be.
Dynamics / Render Rig:
Once deformation rig is set up and it is approved you need to start dealing with sims for cloth, hair, hard bodies and others. The best way to handle this is to remove the complexity of the rig by Using the Point Cache modifier or point cache 2 by John Burrnett so that the animation is baked into the mesh. It is also best if you have a low poly cage baked as well for the collision object for the cloth and other sims, this will reduce the simulation times a bit. With the rig removed you can now do all the sims on a fast deforming mesh that doesn't have the over head of calculating deformations, the result is then sent to render.
Sounds like a lot of work but most of the processes can be automated with Max Script so that each step is just a button click away. Obviously any high end feature production is going to have some high end TD's on board that would be setting up the pipe line for the artists.
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