@otto riis: Ha, thanks man. The FACT thing was a spur of the moment thing, Im glad it looks good.
@blenditall: Ha, Youre so right. I basicly sucked. I think a huge part of my problem was a lack of rigging knowledge. For the longest time I didnt know how to keep IK’d appendages(like feet and hands) anchored while the body moved. This made for tons of slipping, that floaty feel, and a lot of frustation.
Recently, I was checking out the ludwig rig, and finally figured it out. Since I had spent so long trying to animate with so many disadvantages, it came a lot easier now.
Thats my theory at least
And yeah, I had to break it to myself that lack of facial expression killed a fair bit of the emotion, but I really wanted to use this guy, and really didnt want to make up good expressions(so I opted for a painted UV texture), which can be tough if you’re using just shapes(as compared to a modeled mouth).
About the fancy deformation: The body is of course one bone… The shoulder and upper arm are on bone. Now, heres the trick. For the forearm, I have a small extrusion on the end of the upperarm(and inside the forearm) so that the boxes never come apart, but also deform well. That way, I can also keep it low poly, which means pretty fast rendertimes(Like 5-12 seconds I think). The legs work on the same idea. I can send you a blend sometime.
Hopefully that made a tiny bit of sense
Anyway, thanks again, peace man,