So when is your game coming out
this is good info
Its just basic animation stuff. Highlight the areas to be given physics, turn em on, adjust the numbers in the boxes, play with it to see if it looks right. It's nothing special. My guess is that on something with budgets and deadlines and assigned job tasks you ain't gonna exactly be looking to take steps backwards to keep tweaking the hair that was done during the initial rig step every time you make one of the animations...especially if an animation may get changed later (which in ways we see can happen given things like Mika's super changed somewhat). They know how to do it and fix it IMO. Its not a "trick" or secret...its just too tedious to change it before someone says for sure they wont fuck with an animation anymore in beta because you'd be doing work you'd simply have to keep doing over and over again as they make changes to the game and characters.
What I'm making isn't anything yet. Its got several models in various stages of production, a lot of art being finalized, a ton of notes and a growing pile of silhouette tests for key frames on cast to try to animate later. Engine is sitting there nude with no changes or tweaks yet from the initial setup it defaults to.
Basically, I'm on asset production for a good while. I'm a live journal at this point but its okay. I got no deadlines and I can keep at this for years which I most assuredly will.
I've never done this before so I couldn't even begin to tell you around my powerplant shift work when I could have even certain aspects completed let alone the whole game. I had 223 hours overtime this year alone.
All I know is that animation on one of the easier models is set with a working weighted/modeled rig and after a few controllers are setup I can go into the first full character and start dumping him into the engine. I just keep modeling other stuff though instead of getting around to it. I keep thinking about stages and that I should probably build up a test one soon to check lighting and shaders functioning in engine before I dump hours into testing stuff anyhow on a character.
TLDR: Lots of stuff goes into these games. Even if you know how to do it, the grind is enormous to complete each part. It speeds up rapidly after certain milestones of building your foundations for game environment and what steps you take to build things is (ie...figuring out your pipeline from start to finish per each character or feature).
I got no clue what it'll take for me to finish. I just know that I got no reason to stop even if I am the only one doin code or assets. Thank God for Q though...dude's a great help for inspiration and motivation. He comes up with some crazy fucking moveset ideas and they tend to fire me up to work on stuff...probably why I can't stop modeling cast members long enough to complete tedious fiddly stuff lol.