That's exactly the kind of thing i had from watching the videos as it appears to be using splines? You say that it's a lot more constraining them? o.O will have to look deeper into it.
Don't constrain yourself to ZBrush anatomy. What you're going to be looking for is just anatomy drawing as a whole, or sculpting anatomy In that regard, this may be a starting point http://www.anatomy4sculptors.com/
Not sure if this will help you out and you may know it already; you can constrain your verts to edges by holding C and middle mouse drag on the desired edge.
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Reoxur: The 1st version of the plugin has no ability to "Guide" the remeshing by using curves, but in the next version I plan to add this feature. However, in V1, you can guide/constrain the remeshing by using materials, smoothing groups, edge creasing....
in MAYA - lock normals an then extract, done OR select both meshes and average normals. OR by transfer attributes u can also hold the normals of mesh Y constrained to the one in X MAX always had a hard time with vertex normals.
I take that back. Unless I'm doing something wrong. Is there a way to constrain the alignment to the Edge or Face for when working on curved surfaces so I can produce a straight line in one viewport and it won't mess up the form?
malcolm> I'm not sure what you are getting at to be honest. Is this used in some form of game engine? Is the skybox following the camera's translations? Or are you trying to re-create this scenario in Maya? Did you point constrain the skybox to your camera?
I would create a null (or call it bone) for each metalplates. On the underlaying character mesh i would create point clusters for each polygon loop. The nulls can be constrained to the polygon loops so they will move when the character moves
Ah, i should read your post before replying... so you already have a jiggle on a curve. Use a polygon instead, attach hair follicle to that (which follows the deforming geometry) and parent constrain your joint to the follicle