ryankingslien
08-20-2008, 17:10 PM
http://forums.thegnomonworkshop.com/ http://gnomonology.com/upload/tutorial_thumb/163/main-thumb.jpg (http://gnomonology.com/group/19) The first step of rigging any character or creature is to build a skeleton. This lecture explains, in detail, everything that you need to know in order to create rig friendly joints. Using the character ‘Jester’ as our example, we create the skeleton that will be used for skinning and animation. Each of the joint creation tools is discussed, with an emphasis on how joint placement and orientation will affect rig behavior later on. Once Inverse Kinematic controls have been applied and the geometry has been skinned, these things are hard to change. Therefore, it is critical that the skeleton creation process is methodical.
Rigging 101: Skeletons (http://gnomonology.com/group/19) </br>
More... (http://gnomonology.com/blog/news/rigging-101-skeletons/)
Rigging 101: Skeletons (http://gnomonology.com/group/19) </br>
More... (http://gnomonology.com/blog/news/rigging-101-skeletons/)