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Next steps were the rigging and the skinning of the mesh (I must be honest: I usually do texturing, rigging and skinning almost at the same
time. It works better to me).
With the new animation features, the rigging workflow has been tremendously improved; now it is enough to click on the screen to
add bones, and by assigning the IK constrain to one of them you can fastly build the IK chain. In just a few minutes, I remade the
basic armature for the penguin and then started to add constrains to automate some function.
For example, I assigned two Action constrains to the "back" bone, targeted to the "pelvis" one:
as the pelvis rotates on the left or on the right, the back rotates on the opposite direction to balance the position.
Or else, I added bones for the fat, with Locked Track constrains targeted to empties parented to root bones in the armature; the
empties had a Slow Parent (in the objects window, F7) of a few frames, to create automated effects of follow through
and overlapping for the fatty areas.
I added also bones with Stretch constrains in the legs areas, to simulate a minimum of muscles stretching.
The skinning of the model by creating Vertex Groups (editing window, F9) took more time; by the way, this is a too long
issue to be covered here. |
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