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肩甲骨、2軸に反応するだけなので剥がしたり立てたりは出来ないわよ🙆
141,743 görüntüleme • 2 yıl önce •via X (Twitter)
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well made

crazy good as usual

Im learning maya and would love to know how to do something like this. Is it purely made with skin weights?

This is a setup that combines a Skin Deformer with Maya's Driven Key expression. A driven key is an expression that relates any attribute of the driving object to any attribute of the driven object.

Your models always look super appealing. Great job 🥳👌

Would somebody be kind enough to explain to me, why the scapula needs to be triangulated, but the rest of the back, deltoids, arms and neck don't?

This is not so important. In areas with large movements, quadrilateral polygons are automatically triangulated based on the relative positions of the four vertices. The aim is to cancel this automatic process by dividing the polygons themselves in advance.

The deformations are amazing, really great job! I'm an animation major and noticed you use a mixture of triangles and quads for topology, is there a specific reason why you don't stick to quads for topology? I'm assuming it has to do with deformations? Love your work, keep it up!

Thanks😄In models that do not have smoothing, quad polygons are faces that are automatically triangulated by the software. Places where you want to decide the division direction will be divided, and places where it is okay for the automatic division to happen will remain quad.
