Have you tried the .head or .tail attributes of pose bones? https://docs.blender.org/api/2.79/bpy.types.PoseBone.html#bpy.types.PoseBone.head Get the pose-space 'offset' vector from head to tail, reposition the head to 'loc' and the tail to 'loc + offset', is what I'd try.
I just started doing it. I never modeled a creature head before(only a human head). I'm looking for a generic dragon head reference picture (side and front) for a basic mesh and then tweaking it so it looks like the one in the concept art.
Hi art, Yes I agree I was debating whether or not to include a head because you may not be able to see it but I decided to add a head just in case I decide to change the skin to a new custom one when the head is done :)
will do. i'll update in morning. just got off of work and my head will explode if I see a vert. thanks for the comments about the head. I downloaded the video tutorial by Mop and watching it increased my 'head modeling ability' 10 fold.
Hey!! So much activity all of a sudden haha. I'll do my best to answer everything, sorry if its a bit long winded but a lot of stuff happened with this project. I ended up completing an entirely different stylized Knight character in the time where I was burnt out on learning how to create human heads. HAIR I used Maya's…
It's such an ordeal to update this sketchbook, but you know what? Someday, when I'm really good, some kid who's just starting to draw will want to scroll back all the way to now to see how I got to where I will be. This thing calibrates my monitaur , but it does a terrible job so I've been putting off making a still life…
Thanks for your explanation! I made it in my head a lot harder than it actually was. Now I'm only having issue with fbx export. Which goes a bit off topic but... after playing around with zbrush's scale master, I got it to right size. Or at least almost.... When I open fbx I exported from zbrush in Blender it shows that…
First of all, thats a lot for your patience with me :) Very happy to have you guys ! Mhmmm... i am not a super pro in ZBrush, but i think i get what you are saying. But after masking, editing the isolated subtool, i still need to union it again ? Right ? So how is this not ending up in the same seam problem ? You both are…
Thanks for posting Feanix, I sort of figured It out, took all day but It's fine and done. If you ever model a separate object and have no way out I did this with a head and body, though the base mesh had a placement for head details but oddness happened and I decided to make a separate object and test head that I liked too…
Yeah I saw that pdf from the shader technology behind that game, it was really interesting. But the baking down doesn't sounds good because you loose the resolution. Then I don't really see reason for doing the layering. There is an example that I forgot yestarday, but its in my head again, so I write it down, I think its…