I'm currently working on a project where we are trying to create modular characters that the player will be able to customise by swapping limbs in and out.
my thought process was to build it by creating a base rig which has bones that work as parent slots for the head and other limbs to be parented to. My intention with this was to create a simple unique rig and asset for each possible modular part which can then be parented to the corresponding slot on the base rig inside unity. The reason for keeping the limbs separate in this way is that we intend to have lots of variation of design and proportion to allow for more creative outcomes for the player.
the idea for example an arm would be made of a simple 2 bone IK setup, the target would then be parented to a hand control and all of this would be parented to the shoulder attachment bone of the base rig inside unity, I proposed doing it this way because the alternative seemed to be having all the limbs and assets within one spine file which would amount to a very complex and messy rig which I don't think would be particularly usable.
we also want to have a rag doll effect on the character when the player picks them up and moves them but for some reason the rag doll physics doesn't seem to allow for multiple separate rigs even If parented together once in unity, there seems to be an issue with the limbs snapping back into position once moved which I think could be related to having an IK system but I'm unsure.
I would love to hear peoples thoughts on this and if there is a more optimal workflow that I'm missing, to summarise I'm looking to create modular characters made from combined spine files that are then parented together inside unity and allow for rag doll physics.
thanks in advance for any input!