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KilynnTor — Horse Blender Skel Progress 01

Published: 2013-11-25 18:23:18 +0000 UTC; Views: 837; Favourites: 3; Downloads: 0
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Description A practice run at rigging and weight painting the horse avatar in Blender 2.46. So far its pretty close, I've only had to move one bone. This test run has shown me where I need to make adjustments to the topology, very minor and is a good start on the weight painting. What I need though is a way to mirror weight painting for the limbs, possibly a plug-in which I am looking for.
I have chosen currently to use 2 bones in the neck (neck, head) though I'm guessing from some comments I have seen that at least one of the current mesh horses in SL uses the skull bone for the jaw. I may consider this later if I find either the neck works fine with 1 or that having the addition mouth 'poses' hidden via being assigned to different materials in the figure become too much of a hassle or add to much to the LI (land impact) and/or rendering costs.
I know that definitely the WH (Water Horse) avatar is using the toe joint the same way I am using it though I had gotten the idea from a youtube video of a tiger avatar using it. If I had my own choice of rigging the true upper arm of the horse per limb would have a bone, the jaw would, and each of the ears, the latter so that they could be attached and not separate. I would also prefer the tail to be attached to the mesh itself and rigged with 3-4 bones but that is not currently possible in SL. It is for Cloud Party, which hopefully my figure will be in, especially if they open up withdrawals again. I've only become interested in them in the past month, it looks promising.
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