Aside from him having tiny hands, there's really not much to comment on. I suggest posting again at a later stage, and for now just using lots of reference, and overlaying a skeleton onto a screengrab of your model to double-check proportions.
I would imagine it would be best to do blendshapes after rigging, so you can see what undesirable deformations you get from posing the skeleton, and can use the blendshapes to correct them.
If you don't want to use a skeleton geometry for those internal beams of light, you can try something that involves the view direction and the surface normal, like this: http://simonschreibt.de/gat/world-of-warcraft-balloon/
@Latorril, It's skinned to his skeleton using the same weighting as the 'body' underneath the belt. So the belt and the body keep their relative distances while moving. @Mithdia Sounds good to me. why not have all 3 :-)
the original one is bound to Head_01. i tried that. weight map shows full dedication toward head_01. i also tried head_01 and head_00 (separate and together), and also importing with the whole skeleton. same problem.
hahah yeah. How much you want to bet the Two Skeletons in the Cave are Bernard and Rose? I am thinking that number 108 on the Lighthouse Dial was either Widmore, like some of you said, or Desmond.
I love the series going on here! Skeletons, knights, zombie animals ... dig it I got cold feet before trying color so I scanned first... definitely something to work on and get comfy with
She works in Unreal Tournament(1999), though the arms had abit of problem, not so noticable now though. The cloth & hair don't move much if any. But that's due to using the normal UT female skeleton.
I used a female skeleton from UT3 and rigged my own mesh. I imported in Unreal 3, but ca't get textures on. Also need to know how to copy animations from existing characters in UT3. Anyone has good Ut3 tutorial?
BTW, your example lets you set the height and not just multiply the position. It's the same idea. In that case you would store the initial position as a custom attribute in the helper objects. And your spinner starting value is the heights of your helper skeleton.