This is a model that i did to improve some skills that i needed to develop. A fan art adaptation of a character from an anime series.
As you can see I cant do animations but if someone wants to test it fell free to do it, i may update the model and rig but its not a priority.
thanks for your comments, i realized that is not the best organized file and i forgot to add some info to guide you, here is a list of the layers on the blends file and inside the main armature
1 Main character
2 Armature
3 proxy character / low res character
4
5 some lights. . . maybe an early test . . .
6 Old geometry for a pedestal. . . useless
7
8
9
10 Icons to be used by the armature bones, for some reason i named them Widg(widged) it sounded something like props
11
12 cage or low res model use by the modifier mesh deform used on the body, this is the one its being move by the armature to move the arms.
13
14,15,16 etc nothing else
Now the main armature : Eva_ARMATURE
Armature Layers
1 and 2 IK Controls for legs and ik-fk switch
3 All arms controls
4
5
6
7
8 Spine,neck and head controls
9
10
11
12
13
14 Some random internal bones AND the ABDOMEN BONES this have an action constraint to drive their move but can be animable for a better control
15
16 Internal bones do not touch some deform mesh other dont do not touch this layer
17-18 Leg FK controls And switch IK-FK
19 Its reapeated … again clavicle and switch for arms
20
21 HANDS controls
22
23
24 Hips, pelvis and main controls
25
26
27
28
29 Chest control bones, same as layer 14 the bones have a action constraint and can be animated for better control, some constraint are not properly configured ill try to fix this in the future
Thanks for the guide about the layers, I’ve already figured some of them out but there were layers I didn’t know what use they have. Now I know Thanks.