Both after testing several from linking to bones riggined, I found that most effective and fast to calculate is Skin Wrap, both objects are riggied of that way and the result is to my eye, the looked for one.
Now after testing several it lacked something essential and it was the hair. The tests that I did with Flex were not the wished ones. And inevitably I had rigging each hair, with bones...
Now the following thing was to decide that he was the best thing to control and to give him to life... with rotation constraints was the solution.... With his helper that they help to give movement hair.
We followed complete the character, always create a a pair of objects to helper that I call Masters and gives the possibility us of handling to the character, and to make movements that surrounds several to helper, with which we obtained movements of almost all the body, the idea is linking several to helper to these masters and thus to obtain better movements, like better rotations of the body or to walk.
A render stage =)
Okay the important thing of this process is great... since from it is the part here that will give naturalness him to the deformations that character has, by its movement... the animation is the one that will really give life him... it is a very important point... that we happen making Test and animations and drawing talvez in paper our ideas... or systems Rrigging...
try to think it like parts of systems that are united by the same system, takes time but they create is a realy great movement to the character me... =), Thanks for the interest to read this tutorial.
And they remember, love what they do and they go it to do well, Thanks to all what they do that today this doing this... and we see in makign the facial and texturing of for Sidehow bob.
all the best yours.!
MAKiNG A SIDESHOW BOB TUTORIAL BY JALO
PART 2 / 4 RIGGING AND SKINNING.
16-01-2007 Argentina - jalo22@hotmail.com - www.jalo.tv
Link: to wallpaper : wall02
Author: jalo
Submitted: 2007-01-12 18:58:24 UTC
Tags:
Software: 3dsmax
Views: 71,174
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