This is the finished model from the sketch above ,fully rigged and ready for action.
My plan was to put this model in a szene like in the painted image,
but i am more interested to get better with chakter modeling, texturing and rigging. So time to make an new drawing sketch.
I am really happy that i figured out how to add additional rigs to the rigify (for example a face rig) and add buttons in the properties panels…so many things to learn in blender…one life is not enough.
If someone is interested how does it works i can make a small explenation post.
@Ranquin yep, my goal is a small animation. I tried to rig the charakter above but it is realy difficult and cost me a lot of time and headachse, especially to avoid the dependency cycles when working with curve was the biggest hassle but not enymore.
Also the NLA editor get more and more clear and the cycle modifier in the graph editor is just WOW.
Also my charakter design was pretty bad in context of face expression without eyebrows emotions are not simple to simulate.
At the moment the mesh deform modifier deforms the lags and only the head is excluded thats the reason for the bad foot movement.
this is my new test character for rigging, topology and design (which shapes are better for a clear and smooth deformation).
At the moment i tried to add a spline ik system on top of the riggify rig, also a tail rig and face rig with spline iks.
I will document here all my faults and mistakes and solutions if i have one.