8 answers ·
asked November 12, 2020 2:48pm
@ video mark 3:27
· Lesson: Mesh Skinning · Course: Short Film Character Production
A posing test for Piero after parenting the mesh to the "Deformation Bones" using "Automated Weights":
A Cycles test rendering with the feather meshes skinned:
All feather meshes skinned to their corresponding bones:
There're gaps opening when the claws are clutching:
Also with the original Piero:
The toe nails probably shouldn't rotate so freely. I tried lowering the vertex weights for the nails but this didn't change the behaviour.
With some corrections to the toe nails, the gaps shouldn't be visible as long as no close-up views are needed:
I've reshaped the toe nails so that they now better close the gaps:
Wow it is really coming together. Nice work duerer
Thank you, blanchsb 😀! Some weight painting still has to be done in the head and shoulder area 🎨.
Piero's main rig is now complete:
The Cycles rendering is here.
Next step: Facial shapekeys and their rig.