Once you follow FatAssasin's advice and understand Skin a bit more, you might benefit from using the tools on this page. Look towards the bottom for Skintools 1.32 (more help on this one), SkinToolsEnv 1.41, SkinWeightingTools 0.5. I used to use these a lot in 4.2. http://www.scriptspot.com/Main_Scripts.a...skin&Page=2…
I agree with Wrath, bones open up a whole can of worms. For one, the weighting is a pain in the ass. I would definitely recommend against it for someone new to lipsync. Morphs are quick to set up and play with. Once you get that working then I'd say it's a good idea to learn the bones approach. Maybe start with a combo...…
hi guys, yeap...what nazeil and Mongrelman said were the best/fastest practices for doing this kind of job. if you do need to tweak any verts when your done, michael comet has a GREAT skin weights tool AND a bunch of other great stuff! http://www.comet-cartoons.com/melscript.php
As an interesting side note... While it's cool to have your own style, this often does not fly in a production environment. If you're working on the character team, and each person imprints his own style on the characters that they do, you're going to get a whole lot of mismatched work. Cartooney characters, painterly…
You have some cool hand drawn stuff. In order to make it look better, I think you should "passepartout" them. I can see that you erased the background from some of them, but IMO the paper texture can do a lot to enrichen a drawing. And do some color correcion on those. They look a bit washed and they're TOO big. I'm on a…
There are a couple of scripts that make bones like this, but the dummies must be point helpers and must be named using certain rules. charRigger is one http://www.comet-cartoons.com/toons/maxscript.cfm
looks really nice. I agree with rooster. Your wohle scene has a pretty realistic look in refernece to your textures and the size and proportions of the assets. The door with its oversized planks and big gaps between those looks just too cartoonish to fit into this scene. I'd go with a heavy sturded wooden door or maybe a…
yea needles, I've dealt with the same problems whenever I try to do anything cartoonish. Right now its obvious that you've been trying to make a realistic mesh while making some sacrifices to the style of the concept. Frankly, if you want a cool looking character, then you should stick as close to the concept as you can.…