Daniel: Heh, thanks, no movies yet though, I’m working on ironing out the kinks before throwing animation out.
Rexprime: Yup, I’ve seperated them into layers already, I have a control layer, a muscle layer, a skeletal layer, I’m going to have a face layer, and then I have one layer at the back for the system-based stuff, like targets and grabbers and weird bones that sit around for constraints but don’t really do anything.
Freak: It is a lot of bones. Also, don’t knock yourself out trying to rig it like this if you’re just starting. I’m just doing this cause I have way too much time.
Orinoco: Yeah, I wanted a good system for the chest/lungs, cause that’s such a center for the body. There’s a system in there to make the lungs inflate and deflate properly. It still needs a bit of work, though.
You’re right about the hips. I’m breaking it up into left and right illiums, with iliac crests splitting off. It doesn’t make any difference to the deformation, but it’s a crap load easier to sort bones when they aren’t all connected to a generic ‘pelvis’ bone. The thighs are giving me trouble, but then, so did the shoulders. Omni joints are a beggar.
MagicMyshu: Yup, they pretty much can. :]
Neablo: Well, I thought about it for a while, and shape keys are great for weird wrinkles and details and stuff, but the thing is, they’re intensely local, and intensely static. They are unadaptive, in a word. If you do the wrong thing, you can break the mesh. With a proper skeletal/muscle system, you can do so much more. You can link muscles to other muscles and make them cover so much more. The rib-cage is connected to the sternum, which is connected to the collarbones, the collarbones are the basis for the neck muscles, and also are guided by the shoulder blades, which are attached to the trapezius, etc. And if you set up a working physical system, you’ll never have to worry about it breaking.