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Mai elbow and biceps setup (still working on the threshold values)

29,966 次观看 • 1 年前 •via X (Twitter)

10 条评论

hisanimations 的头像
hisanimations1 年前

AWW miter edge?? that's genius!!!

Naveen Sankar S 的头像
Naveen Sankar S1 年前

5 Risk Factors at 50 May Cut 10 Years of Life

AKDOV 🇦🇷 的头像
AKDOV 🇦🇷1 年前

Goodness gracious, I'll be taking notes for my future rigs.

Carpsies 3D🩸 的头像
Carpsies 3D🩸1 年前

This is some serious rigging, awesome work as always. Is there a reason to use constraints and not shapekeys? I’m curious 🙂‍↕️

A$AP BERG 的头像
A$AP BERG1 年前

It depends, both work, but since this rig is shared by multiple models with different topologies, using bones, I don't have to make shape keys for each one.

Yuzemaki 的头像
Yuzemaki1 年前

Shape keys + drivers?

A$AP BERG 的头像
A$AP BERG1 年前

just the mechanism bone with constraints, no drivers/shape keys

Sʀᴇʟɪᴀᴛᴀ 的头像
Sʀᴇʟɪᴀᴛᴀ1 年前

When it comes to body armature, this is so interesting. Do you modify an existing rig? Or ALWAYS start from scratch and custom?

A$AP BERG 的头像
A$AP BERG1 年前

It depends; Some old or low-poly models don't come with extra bones for corrective elbows/knees. So I add them myself. If I'm rigging from scratch, I usually add them too. Rigify, for example, doesn't add corrections by default, so I manually set up in the metarig

𝙵𝚒𝚗 的头像
𝙵𝚒𝚗1 年前

hopefully not a dumb question... but this seems like an awfully complex rig... is there a reason you rig everything so detailed instead of sculpting a shape key and driving it with the bone? just wondering and would love to know!

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