Rigging Guidelines

For cost-efficiency the plan is to share some animations across multiple classes within one race. For this a character skeleton must include additional joints which for some character will be not used, but added to others.

For example the Human skeleton will have additional bones for wings, which will later be used for the angels. The Human skeleton will also involve a large tail, that will later be used by humanoid nagas. This way the animations for the combat system could be used for multiple classes. For other Nagas the skeleton will have 3 heads(for Hydras), 2 large wings, 2 small wings/arms, 2 legs(for Dragons) and a long tail. This way the flying animation could be transferred to multiple classes and especially facial animations of dragons.

These types of skeletons will also accommodate multiple combinations of different which will lead to new designs of characters without the need to make unique animations for them. With the naga skeleton following characters are possible: bird-like dragon, snake-like dragon, four-legged dragon and so on.

1) Human (has joints for animal head, wings, long tail, centaur back body and legs?)
This is the primary skeleton and many classes will be able to change into Human form to use it. The skeleton will use the most animations for combat, most armors will be made for Humans and weapons. so many characters will be designed around it.

2) Naga (has joints for 3 heads, large wings, long tail, 2 legs, 2 arms)
This will support all snake characters and bird characters.

3) Centaur
Based on Human skeleton, shares the upper body animations for combat.

4) Werewolf
This skeleton will have animal legs(cat), extended forearms, animal head, tail.