I think I put the top of the leg bones a little to far up, which caused some problems with the skinning. I could have altered the bone length however this would mean re-rigging the bones, and re-scripting the stretch system, so decided to just work around it.
I still had some problems with the cross legged position today, but I think its working enough for the piece now. Here is a render with the character cross legged.
I am a little unsure about the texture of the cowl, and may decide to change it in the next few days. Perhaps to a brighter leaf texture, or even a woven hey texture. Or maybe leave it as it is. I think I am working on it so much I am over analysing each section. In a way its good because I will try and get each asset looking as good as it can,. But in another way I can spend to long on one thing and ruin it.
I have rigged the jaw up and will rig the rest of the morph tomorrow until complete. Then render off another test animation of it going though the Visemes.
Here is a shot with all the muscle systems in place
And the cowl using a driver of the chest area of the body
And that’s it for the day. Oh I also changed the leg shader for the centipede to be the same as the colour of the body, so it blends rather than a sharp contrast. Its not as exact as a real centipede, but would look better in the moon light outside the cave sequence.
Oh and I also have rigged up a spring system to the belly of George Elm and beard for a little dynamics.
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