I am just started to do rigging for a few months, so I am fairly new on how it works. What I am working on so far is this dragon on the link below.
[ame]
https://www.youtube.com/watch?v=JTb7WN_0F8k[/ame]
Keep in mind their is higher res of this dragon for me to work on after I get the wings in. I am building joint and control for the wings.
My end goal for this dragon is to develop a skeletal system, muscle system, and then ncloth skin.
Anyway problem i have so far is that I am attempted to try ncloth for the membrane for the wings. the problem is the mesh is too high res. I was wondering what is the best way to do low res for rigging?
Any other advice about the rig or how I should approach it will be greatly appreciated it.
Replies
Did you tried geometry cache and proxies? Those are recommended when working with high res geometry in order to do simulations and render.
I almost only rigged for games, so I cant help you very much with muscle systems and ncloth dyamics (for the flapping wings). As you know, for games the deformation is almost all the times driven by bones or blendshapes.
I heared, that muscle systems can be quite tricky, add them when you cant get any further with other approaches. What comes into my mind is pose based deformation, where you create blendshapes to correct bad looking deformation and use driven keys (or whatever) to blend them in, when the deformation occurs.
Also, before digging into ncloth i would try if an easier approach is sufficient, like softbodies or the jiggle deformer.