This week has been a kind of trial by fire realizing a lot of mistakes I've made with the mesh up until this point, namely the arms, waist, and tail.
To start with, because the hands were rotating wonkily at the wrist, I scrapped the old forearm mesh and just extruded and modeled a new one, resulting in a lot smoother and cleaner of a look.
Next, I realized that the tail was really small and wouldn't be very apparent during more intricate animation, so I upped the size so it'd be easier to see in 3/4 and frontal shots, which will be the majority of this character's posing.
While working on the rear, I also added a blend shape to flex the glute when the leg swings backward, which helps the leg bend closer to the hip rather than the rear.
First picture without the deform modifier:
And second with:
Then I added the face rig! These are all bones that correspond to each facial blend shape, and slide along an axis to blend between them.
And here it is in action!
The last bits of the rig I added were ear bones and bone constraints! The constraints just help the bones move within their natural limits and help to keep things organized.
And here's the plan for next week! I drew up a storyboard for a parry animation that could be used in a beat em' up or fighting game, which will be a ton of fun to work with.
And here she is in the initial idle pose! I would've liked to start animating this motion this week, but next week will have to do instead.
So close to the end now, just another week or two!
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