A thing I learned in previous model: the final armature does not have to be the same as “weighting” armature. I’ve mentioned it before regarding extra bones in “pelvis” and “chest” area. Another one is the “hand”. Even if bones inside are not going to be used, they are useful to get reasonably good autoweights: otherwise each finger will get a share of “hand” weights that will need to be painted out. Never doing this again
It’s a bit of a pain to merge groups afterwards (delete “extra” groups > disable all groups but the one you merge to > fill in the normalized weight), but worth it, imo.
I don’t really need these bones, so I got rid of them:
Something I’ve been struggling with the most is “helper” cloth bones. At first, I thought I won’t need them at all - the jacket is short after all. But without them the stretching is too terrible.
I strongly suspect there’s still something wrong with the constraints that control them - had to tweak axes and values so often I might’ve broken something that worked before and hadn’t noticed yet. They won’t let the cloth slide around the form or anything like that, but maybe at least fake cloth deformation a little.
Hair bones allow only minimum control (it was more of an afterthought really) - the extra bones move and curve the back hair mass up/sideways a bit. Not much though, because the mesh won’t really allow it anyway.
Yet another lesson from an older model, which I forgot (because my last two rigged models were so non-human they simply didn’t have this problem): joints of the rest pose should be bent at least slightly. Two reasons:
- IK might have trouble finding the correct angle if the limb’s rest pose is too close to a straight line (I had trouble with legs);
- if deformed from an “averaged” pose, extreme angles might be less broken.
Of course, I forgot about this completely
So I posed the character with elbows bent. Then applied armature mod to the model, and “Pose as Rest Pose” to the armature. Had to make sure that all rig bones are properly aligned in the new pose (wouldn’t be a problem at all if I did that before IK’s and all that). Then edited the elbow shape (as a shapekey at first, just to be safe).
Corrective shapekeys might still be needed, but in their absence it improves joints… somewhat.
That’s 75 deformation bones. Of those: 4 are for cloth, 9 - hair, 3 - eyes and jaw, 6 - twist bones.
I think I will do the face with shapekeys (there’s not much potential for expression with this lady anyway)… though that might change if I fail to find a way to control the eyelashes