I'm trying to reparent bones (which have an existing animation) without wrecking the animation.
What we have is a character riding a kart. But his Leg, Knee, Foot bones are all on the same level, parented directly to the root... In order to use animations built like this with a much larger pool of animations parented Leg>Knee>Foot, I have to change this bone structure, but in the process his legs get bent behind him.
Is it possible to restructure so that the parent order is Skl_Root>Hip>LegL>KneeL>FootL? Without damaging the animation as shown?
These are animations from a mobile framework, which myself and others would like to marry up with a much larger set of animations that use the slightly different bone structure. For example this character is the same size as Donkey Kong in another framework, which contains bike animations as well. But these bones will not work with those animations and vice versa. It's unfortunate.
I have already found one solution, which is to restructure the armature so that it contains 2 skeletons in 1. When an animation requiring these bones is needed, the other set of bones are scaled to 0 in Maya. This is quite convoluted though, and requires having 2 copies of the character mesh at all times, as well as editing every single animation's keyframes. This is being used at runtime- so I cannot be picky or do manual fixes per animation. A blanket solution must be used.
If there is no simple solution in Blender, can any other software more easily resolve this predicament? Thanks everyone for your time.
Here are sample files and images: https://www.dropbox.com/s/agli9x1ep8h1ciy/Funky%20Kong_questions.zip?dl=0