Hi all , i havnt posted for a little while, ive been working on a new rig that has facial muscles as well as driven keys etc, im trying to get it so there is almost no tweeking , but the nastyest areas to get looking right are the shoulders and thy areas ...the face bits arnt rigged and the texture is not really even a…
I drew a quick picture to show what I ment about the hip: The red line is where I guess your current axis of rotation is. The green is where the axis of rotation should be, and the blue shows where the fold for your skinning ( how the vertexes are assigned to the bones) should be. Now before the acusations start, the…
I absolutly don't get what you are trying to do with the front of the ear...that looks just wrong, and doesn't represent the 'flow' of the skin at that area at all. Otherwise the edgeloop of the 'nostrils' looks not very natrual, the best solution to it is in my opinion to have a 'curl' at that place. Speaking about the…
i generaly like to tweek things after a smooth , coz it always gives a nasty bloby effect tot he shape , and some things are meant to be sharp ... but , maybe this is my odd settings on smooth ... this isnt subd , ive never tryed to mdel using them , its sucha odd working , starting from primetives .. also i find it pretty…
[ QUOTE ] He's not using Catmull Clark JK. 'Linear' smoothing in Maya is using a totally different algorithm which sort of simply doubles the amount of geometry you have. Messy. [/ QUOTE ] Sorry misunderstanding, I ment Catmull Clark is what he *should* be using (I am not used to the Maya terminology of linear and…
ive got a few bones representing the pelvis . this stops that area collapsing , and makes me not need to do any painting of weights in the pelvis area ... but , maybe you are right and its interfearing with the leg hip setup. i dont actually have the blue bone pointing at the vagina , or the first bone on the leg chain ,…
the double joints in the knees do work ok and they do use ik, and joint placement is pretty much exactly right as the knee has 2 rotational axis in it if you study it .. my last rig had a 100% accurate skeleton , with the radius and ulna bones rotateing in the forarm , but this led to some nasty deformations in twisting…
Poop : Cheers, ive been working hard on getting muscles and stuff to look right , the model is still far from perfect , but i think some ppl are "getting" what im trying to do. Thanks for the comments scott, im gona put a rotation in the arm like you have sugested. and im gona keep the clavicle and scapula seperate, maybe…