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Hash, Inc. - Animation:Master

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Posted

Hi,

I'm new to A:M but I think I've modelled a fine replica of my standard poodle - they're built like a greyhound, deep chested, long limbed, & lean. He is a realistic model & I need him to be able to move both in a dog & human fashion.

 

I'm in the process of rigging & weighting him using Anzovin products & hope that someone will have the patience to answer my questions -

 

1. In your opinion, should I use the quad rig with 4 quad legs, quad rig with biped front legs, or fully biped? (He has highly detailed toes on each foot for animation)

 

2. If biped front legs, can I add shoulder bones? seems to need them...

 

3. Could you try to communicate simply, where to add intermediate bones & constraints, as described in Raf (Dennis) V3 rig tutes, now that there are so many more geo bones? 2 for 1 it would seem..

 

Big questions I know, so any advice will be appreciated. Thanks.

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Posted

I can get you some of the way:

 

Definitely use 4 quad legs, front and back. A biped front leg just won't look right on a realistic dog.

 

In the Quad Builder, specify the number of toes you want for front and back legs. As you know, dogs may have different numbers of toes front and back. This will give you toe (finger) rigs so you can do detailed paw animation.

 

As far as determining the number and position of intermediates, I suggest saving out a copy of your model and rigging that without any intermediates. Do some manipulations and look at where the deformation problems are, if any. That will key you in to where to add more bones. You may or may not need an intermediate bone at the shoulders--dogs do not have the same shoulder issues as humans, because of the more limited range of dog shoulder motion.

 

Steve

Anzovin Studio

Posted

Thanks Steve, that helps. I've been trying to use biped legs on the front, and you're right, they don't fit too well, that's why I thought I needed shoulders.

 

I'll do as you suggest and come back if I need more help. Thanks again.

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