Thanks for the reply - The main issue is that the game will require a large number of variations in mesh detail, but use the same animations. For instance, think of a situation in which the same cutscene could play multiple times, but the player has a choice about which character appears in the scene.
I’m still developing a workflow with the art team - but we will have a large number of cutscenes (these will eventually become parts of a QTE system). There will be a couple of dozen scenarios that have to play out. In each of these scenarios, the ‘actors’ will be replaced with the players chosen avatar. Some of the requirements are:
- Working in MayaLT
- Exporting to FBX
- Converting from FBX to glTF via FBX2glTF
- Must support morph targets (this is one of the mechanisms to provide character variation)
My main concern is total size of the files (we would obviously pay AWS fees for the accumalated extra size). There may be upwards of 30 variations of the main character (same skeleton), and anyone of those characters could appear in the cutscene. And each character may have to appear in upwards of 50 cutscenes. So clearly it would be ideal to separate the two.
I had noticed that I can load a glTF file which contains only animations, and the animation property is present - so presumbly I could strip these out, and apply this to a target mesh/skeleton at run time?