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Re: Not too much activity here...
Quote:
Originally Posted by BuddyB309
aw come on, rigging not THAT hard. First you look at the character and decide what is the best approach to rig it. Either bones or some other kind. Then build the internal skeleton with bones, geometry, and/or helpers. Then apply 100 different constraints to them to build the external rig that you control. Some scripting here and there. Then skin modifier, skin deform modifier, then about 100 morph targets. Character rig tests to see everything works right. After reworking it 3 times and 100 hours later you done! whoo hoo! on to the next character!
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Exactly. That's why I'm with Fireball on preferring modeling to animation. Although even better than modeling is lighting: when handled well, it is your best friend and secret weapon.
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