Started rigging the character and added both IK and FK rigs for the arms and legs. The feet have an advanced rig that allows the foot to roll all ways (as in, it can roll how a foot can roll in real life). above: character with all controls visible wiggly weight painted butt
Hey Guys, I was wondering if anyone knows a great way to make the shoulder joints work seamlessly when the hand are being moved in IK? Any tutorials? or ideas
Bend her forearms SLIGHTLY forward. It will decrease the likelihood of an IK Rig on those arms to freak out when getting set up. Also just gesturally looks better.
a high poly cartoon char subd modeling costum rig (IK, FK, morphtargets, scaleable, ...) axe from darksider entry zbrush/baking normals By hannesdelbeke at 2012-07-25
You can parent (not parent constraint, so you can adjust it later) a locator to the bone you skinned the saddle to, then parent constraint the IK foot to the new locator. Good luck!
Bend the arms. You're gonna make IK rigging it very difficult. You can separate the head for the retopology if you want. Depends on how flexible you want to show the head to be.
CAT and Puppetshop are both good. We use standard max bones these days and build our own rigs. Motionbuilder takes care of all the joint limits, IK/FK etc.