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non-rigid.blogspot.com

Non-rigid Skeleton Rig

character animation and rigging

http://non-rigid.blogspot.com/

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PAGE TITLE
Non-rigid Skeleton Rig | non-rigid.blogspot.com Reviews
<META>
DESCRIPTION
character animation and rigging
<META>
KEYWORDS
1 non rigid skeleton rig
2 reset the tools
3 reset the settings
4 bind skin
5 renaming nodes
6 respectively
7 posted by
8 solun
9 27 comments
10 2 upper jaw
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PAGE
non rigid skeleton rig,reset the tools,reset the settings,bind skin,renaming nodes,respectively,posted by,solun,27 comments,2 upper jaw,3 lower jaw,4 and neck,2 comments,labels rigging,facial rig test,no comments,1 comment,2 use rivet,and create rivet
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Non-rigid Skeleton Rig | non-rigid.blogspot.com Reviews

https://non-rigid.blogspot.com

character animation and rigging

INTERNAL PAGES

non-rigid.blogspot.com non-rigid.blogspot.com
1

Non-rigid Skeleton Rig: March 2008

http://non-rigid.blogspot.com/2008_03_01_archive.html

Character animation and rigging. Monday, March 3, 2008. The development of the character rig for “Cartoony” animation Introduction. Subscribe to: Posts (Atom). From a place where the people don't respect animators. View my complete profile. The development of the character rig for “Cartoony.

2

Non-rigid Skeleton Rig: Facial Rig Test

http://non-rigid.blogspot.com/2008/03/facial-rig-test.html

Character animation and rigging. Friday, November 7, 2008. Subscribe to: Post Comments (Atom). From a place where the people don't respect animators. View my complete profile. Stretch SplineIK for Head Rig Part 2. Stretch SplineIK for head rig Part 1. The Blend Shape Control. Creating Blend Shape for Head. The Stretchy Eye Balls.

3

Non-rigid Skeleton Rig: The Stretchy Eye Balls

http://non-rigid.blogspot.com/2008/11/stretchy-eye-balls.html

Character animation and rigging. Saturday, November 1, 2008. The Stretchy Eye Balls. Tried using rivet script and “Freeze Geometry’” of lattice to keep the pupils remains circular and attaching on the eye, and I had modified this method to make the eye stretch with the head properly. 1 Create a nurbs sphere for eye model; rename it to eye geo. And a polygon sphere roughly the same size; rename it to eye rivet base geo. Figure2 - a nurbs sphere for eye model and a polygon sphere. 3 Position the eye geo.

4

Non-rigid Skeleton Rig: Creating Blend Shape for Head

http://non-rigid.blogspot.com/2008/11/creating-blend-shape-for-head.html

Character animation and rigging. Sunday, November 2, 2008. Creating Blend Shape for Head. Target shapes for blend shape. Most of the target shapes are the duplicate of the original head then are modified, take notice of the translation of the target shapes, don’t freeze transformation of target shapes, otherwise the head will translate towards to the target shapes during the morphing. Using soft modification tool to make target shapes. Using cluster with paint weight for the target shapes. You can actual...

5

Non-rigid Skeleton Rig: October 2007

http://non-rigid.blogspot.com/2007_10_01_archive.html

Character animation and rigging. Thursday, October 11, 2007. All i have to do with arm rigging should be IK/FK seamless switching, and. I would leave the bendy limb with the skinning process and make use of deformer. Had post his great rigging in the CGTALK forum. Very impressive . He mentioned that he had used single chain joint for IK/FK switching. I tried to use single chain instead of using 3 chain. Eventually the answer is. Sunday, October 7, 2007. You don't eat a whole dinner by one bite".

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