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need some major help


breakthelocke

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Hey anyone that feels like helping :) here's a model I made of a monk, and i'm getting about ready to rig him up, the mesh still needs some work, though. a couple specific questions about rigging this guy:

 

1. I've been making skeletons from scratch- would it be a good idea to just put the 2001 skeleton on him and then change some things?

 

2. Is it possible to just add simcloth to the hem of his robe and the ends of the arms?

 

3. this guy has a tongue. so far it seems pretty impossible to rig that thing.

 

4. I noticed on the troll model that comes with A:M, he has a chain around his neck- and it automatically secondary animates itself. My concern is with my monk's ponytail, is there some way to make it animated itself? so I don't have to animate it anytime the monk moves his head.... maybe also with his earlobes :)

 

that's all for now, thanks a ton, to anyone who can help :D

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I love the monk - it looks exactly how I pictured one of the "history monks" from Terry Pratchets diskworld.

 

The 2001 Skeleton is good, but functionaly limeted for animation. I think thats why TWO switched to the squetch rig, a much more versatile setup. If your looking for realistic animation I would go ahead and install the squetch rig. There's a version with sleeves(I havn't used it yet) as well.

 

Once youve installed the rig, add a dynamic constraint for the topknot and even some for the robe if youre not using cloth.

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I love the monk - it looks exactly how I pictured one of the "history monks" from Terry Pratchets diskworld.

 

The 2001 Skeleton is good, but functionaly limeted for animation. I think thats why TWO switched to the squetch rig, a much more versatile setup. If your looking for realistic animation I would go ahead and install the squetch rig. There's a version with sleeves(I havn't used it yet) as well.

 

Once youve installed the rig, add a dynamic constraint for the topknot and even some for the robe if youre not using cloth.

 

Lu Tze! I recognize him! ;)

 

*Fuchur*

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