We have some 100+ characters for MUA2, this includes Heroes, NPC’s, and other
random people, but it is a huge task to skin/rig that many characters. Biped
cookie-cutter rigging has been pretty useful for culling out most of the
characters. This means that most people can be trained to skin/rig a simple
bipedal character in a half-day, leaving the crazier character rigs for the more
experienced riggers.
I rely heavily on phantom rigs for export (hierarchy to which skin is bound) and
do whatever I please to the rig in between the phantom and the user controls.
Typically in game rigging there is an effort to keep rig parity between the
in-game rig and the one animators use. The exported rig should be agnostic
about what actually drives it. This allows you to “rig for the camera”…to mix
metaphors. If you need a specialized setup for one particular animation, the
special rig is connected to the phantom. Exports become less of a black art.
It does require a bit of pre-planning to address bone counts up front, but the
reduction of re-work has been pretty dramatic.