NokiMo
nextr3d
nextr3d

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Evelyn

Evelyn

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Well the rig I'm using has to bones for each of the joints. One which moves forward when bent and the other moves backwards. Everything relative to the top parent bone, so when the bone is rotasted so are those two bones, so they still move forward and backward. And than I use corrective shape keys so I sculpt the mesh it self how to look when bent and than I drive he value/strength of the shape key by the angle of the joint. If you are not already on discord I highly suggest you o join because it's easier to explain stuff and there are many other people who are willing to help/explain stuff

I wondered how you managed that. I'm new to blender but not 3D. I saw some twitter posts where they added bones to retain the volume of the body parts during movement. I couldn't tell from just an animation how the extra bones were connected to the rest of the skeleton. Thanks for sharing your work

Grumpy Guy

Thanks, I'm pretty proud of the knee bend it's baked to the rig itself so when you bend her knee you'll get the same deformation. And yes the armpits look weird but it looked just a bit off so I didn't bother fixing it for the v1. I'll add more shape keys to fix other things

The bend at the knees looks good :) Are the arm pits too high? The shoulders seem funny

Grumpy Guy


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