An attempt was made to create a smooth character maturation and aging in the game. The game was supposed to be a life simulation game. Externally similar to the The Sims (The Sims 3). The game is developed on the Godot engine.
This is what I was able to accomplish. Here is the result of the animation assignment at 10 stages of aging (from 1 year to 25):

0001-0110_6w.mkv File size: 1.46MB
Animation (02_01 walk) taken from cgspeed and a little bit finalized.
02_01.bvh File size: 254KB
The transition between stages is completely unacceptable:

There are a total of 90 frames of growing up from 1 to 25 years old according to MH. Growing up is divided into 10 steps (stages).Each stage consists of: a central mesha with a rig to which the body is attached and two morphs - the initial (young) and the final (old).
For example:
Stage: 4
Frames: 25(morph)/30(mesh, rig)/35(morph)
Years: 3/4/5
Height: 0.785945 m/0.849867 m/0.927994 m
Stage: 5
Frames: 35(morph)/40(mesh, rig)/45(morph)
Years: 5/6/7
Height: 0.927994 m/1.00612 m/1.09845 m
Table with details in pdf.
The morphs of the end of one stage and the beginning of the next coincide.
morphs Stage 4/frame 35 = Stage 5/frame 35. But their rigs are different.
The thought is that the distortions will be negligible. And for the static pose it was exactly that:

godot_exp_25_01.avi File size: 15.91MB
Growing up (changing stages) happens in an idle mode (rest or sleep) and is not sionally noticeable.
And it fell apart with the animation…
You can take a look at the Blender 2.93 file.
shape_transform_anim_separation_final_public.blend File size: 31.78MB
In theory, you can make stages for every step of growing up. But there are about 100 of them. And for each stage, then need to prescribe a variation of rig for different height and width of the shoulders/hips, arm and leg length (all where the skeleton changes) + about 1.4k target files for morphs. Unreal amount of work.
While I have no other ideas…
