Yes you can. You can parent a object to just a bone in armature if you want. I use this technique with the eyes for a model so the eyes folow the head of a model follows the head.
i’m thinking of making the teeth and gums a seperate object from the body
Thats what I meant the eyes that I was talking about were seperate from the body so they could be animated seperately. But still move with the Head bone just as the Head Vetex group of the BOdy mesh will move at the same time with the Head Bone.
added teeth, gums and tung.
The way things fit in the mouth needs a little work, but you should be able to handle that.
any ideas on how i should go about texturing it?
i want to texture it so it sort of looks like the dragon from shrek
i know the modeling an’t done yet but i could use some ideas
i’m currently rebuilding the wings
adding ripples on the under belly pics coming soon
rebuilt wings and added ripples to under belly and changed position of tung
added ear “wings”, modefied mouth, modefied throat, fixed eye lids, and added eye balls.
modeling is almost done. i will need help on textureing. how was the thing with the numbers done? https://blenderartists.org/forum/viewtopic.php?t=32782&postdays=0&postorder=asc&start=30
i really want to know what you all think of it so far.
started setting up bones. this is going to be painful
somtimes i wonder why i keep updating this if no one comments on it.
Keep going, it’s interesting to see what you’re doing.
i’ve fixed the front legs and modefied/textured the mouth.
the texture is a bump map
with modeling almot finished i’m realy goin to need help with textures!!
BTW what is LSCM / UV mapping?
The texture choice is faily good. The toungue seems a bit long though.
the length of the tung fits length of the mouth
also on the main body when i do set smooth i get odd lines and when i recalculate normals it only changes were the lines are. can anything totaly get rid of the lines?
Usually, the lines will go away after a ctrl-n, but sometimes if the mesh is complex, the lines just end up in another spot. To fix this, you need to make sure the mesh is manifold (to find a good definition, check http://18.104.22.168/search?q=cache:vVnj5nmefNUJ:www.blender.org/modules/documentation/htmlI/c3127.html+manifold+mesh&hl=en
it’s the google cache so you can see the highlights. The manifold stuff is about 2/3 down.)
If all else fails, you can always manually point the normals outward by selecting the faces that are backwards and click the “Flip Normals” button in the edit-buttons window.
thanks!! i’ll get to that flipping normals right now
something wacky is going on i open my blend file in 2.36 and it doesn’t do the bump maps no matter the nor setting. i have to open it in 2.35 to use the bump maps.
Try opening a new blend with 2.36 and append (shift+F1) the objects of your scene into a new blend. Sometimes, this will help fix odd little things like that.
I’d hate to be her dentist! Anyways, good luck.