So for this week, there's only a few things to share. To start with, I finished up an initial body sculpt of my mole explorer character, but haven't had the chance to add clothing yet. I'm still wondering if I'd rather use cloth sewing or just outright sculpting on the mesh to accomplish it. For now though, this is what I have! They have a lot more stocky proportions than previous characters I've made, which is pretty fun.
Front view!
Back view!
Other than that, I've been having a lot of fun with cloth physics and bouncy extra bits on my other character project.
For this, I used Mentalist's hat rigging tutorial on Blender Stack Exchange, using cloth physics and vertex pinning.
To accomplish this, you first create a line of edges and vertex parent empties to each vertex. You can see this on the left with the veeeery thin line running through the center of the bone chain.
Then you add said bone chain on top, with the head and tail matching to each of the empties placements.
Then those bones get IK constraints, with the targets set to the empties at their tails.
Then you apply cloth physics to the initial edge, and a sort of chain reaction happens. The cloth edge moves, carries the empties along its verts, and then the bones follow those empties. Then any mesh you parent to those bones follows that physics chain! Then you can control the rigidity of each vert using vertex weight.
After applying the process to both ears and the tail, here's what it looks like on a basic walk cycle:
Looks kinda crappy because I rushed the animation, and the rig is missing important bits like finger rigging, toe rigging, and some other stuff, but it gets the job done to show the physics pieces!
That's all for now! Next week I'm going to try and texture this dog model and rig its face, and for the mole model, finish its clothing and get some initial rigging on it!
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