It allows for high amounts of localized detail, clean parameterization for texture mapping, and the use of stitching tools. O.M.2 continues from where O.M.1 leaves off, where once the overall form of the head has been defined, and the detail surfaces modeled, one begins unifying them into a cohesive surface network. Regardless of whether controls will be forward or inverse, a clean skeleton is critical to improve workflow and animation. There are several ways to create forward kinematic controls on a skeleton which are intuitive and flexible. Useful applications of these techniques range from spines and tails to hands and fingers.
Simple mistakes made early on can cause a lot of headaches down the road.
In this video we cover the intricacies of several deformers and how to set them up to avoid unwanted behavior. We also examine a variety of higher level workflow techniques. Simple mistakes made early on can cause a lot of headaches down the road. In this video we cover the intricacies of several deformers and how to set them up to avoid unwanted behavior. We also examine a variety of higher level workflow techniques.