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>> No.651496 [View]
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651496

>>651287
I got a bunch more blend shapes done as well on Sunday. Going to go ahead and redo the rig again.... The fingers are bothering that much. Want to touch up the hand geo while I am at it.

>>648761 old image post of legs misaligned.

Scene joints were added after the main skin, exporting and importing skin weight maps is not working properly. I think that is the reason.

These corrective blends would on the leg up and knee bend would be the worse. Also figured out how to have corrective blends work for IK and Fk switch limbs last night. Just make separate ``blendshape`` nodes. Body, IK R-arm, FK R-arm, IK L-leg, FK L-leg ect...

The easy way to do correctives that have a joint rotate more then 90d (120d). Is to start at the 90 spot and move further to were you think you need to be. Then rotate it to 120 and it be easier to manage. Also have nurb shapes or you proxy template on so you can get an idea of volume underneath. The elbows, knees and Hips are the hardest. YOu will need 2 or 3 corrective blends for different spots for this characters leg rotate up by 120d to look right.

I want to take a brake and draw my next character`s model sheet and post it on /ic/. Have like 1 face blendshape an then the face rig to make to. Think I`m just getting tired. Learned a lot. I`m treating this character that basically has no personality I could think of as a learning project. Really having a story behind a character really helps motivate and give direction on what to make.

Maybe make a less curvy more generic triplet rat ninjas with just a simple different hair styles, or the Demolish Ferret (saving her to learn in Zbrush) or Start a 15mm Skaven 3D print army (my project for summer I want to attempt)

>>TL;DR I`m tired and getting winy and 6 months of overtime set my progress back (would still work the hour if offered again.) and want to be done now.

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