How do I properly attaach equipments(armor) to dota heroes with blender? Example a cape, do I have to Parent it to the skeleton and attach it to the bones? if yes, then how do I attach it to multiple bones?
Brian Tindall's examples are probably more instructive (the first GIF), since you need better bones and weights to get proper deformation in the shoulder, which by the way is one of the most complex joints in the whole skeleton.
What kind of clothes animation? Like Batmans cape or gunsligers coat flaps? You need to create joint chains or a "skirt" then parent it to the main skeleton where it's appropriate. https://www.youtube.com/watch?v=RzrETjZ7S1c
The problems with different skeleton shapes - like hands going through each other - can be fixed by using retargeting in software like motion builder. You should be able to set it up to do it in realtime and not afterwards.
When I opened this thread I was expecting happy whale instead I get very angry-looking whale. ahaha. I like how it looks like a skeleton almost, in a twisted sort of way.
dustinbrown, that is a really classy room! What's the skeleton thing about? You aren't dissecting animals in your art room are you? I'm sure there's better ways to get anatomical reference!
Kalki crossing river Vaitarni on his way to hell. Vaitarni is very similiar to river styx of Greek Mythology. Only in this case A Living cow skeleton boat ferries you to the L
Definately in a 52 budget, you could probably add a bunch of gizmos and crazy bits, the skeleton seems kinda simple atm. MOARROKETS! Quad, your concepts are my spirit animal.
Nice! I like the hair! I suggest making a quick skeleton/rig and seeing if deforms correctly. Im having reservations on the way his elbow wil deform. Good luck!