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Rigging Tails in Blender 🦴
63,631 просмотров • 1 год назад •via X (Twitter)
Комментарии: 9

Why those feet be like this tho

You don't need to move away the Root bone from the Mesh but simply disable Deform checkbox in the bone properties in edit mode, no vertex group will be created. Learn just 2 days before from @cgcookie CORE Rigging course. Is it possible to use bendy bones to get the same effect

I do this but 1 additional step is I then auto smooth at 0.5 each bone. This way the bends softer and more flowey.

Holding onto this for later. 👀

youre telling me you can subdivide bones... why has no one shared this till now😭

Honestly I wish live2d cubism had something similar to sub dividing the bone into several smaller ones. It would make adding a straight line of rotation deformers much easier. Thank you for the tutorial!! My love is split between rigging live2d and 3d models XD ~🎃

I was gonna say you could just turn off deform on the root bone but someone already caught that

Wow! What a great and useful tutorial! It's a shame I will ignore it! And do it my own way! With infinitely more JANK to it!

that thing is huge
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VFX Grace
14,733 просмотров • 1 год назад
