I noticed hes very low poly. This is what I have to learn to do. Characters taht are low polly. Anyhow, how do you make the joints bend smoothly. I noticed with BLENDO, there is an elbow mesh. Is that what I need on my lizzard guy…an elbow/knee mesh?
Also what is that one bone sticking out of the BLENDO mesh off either hand. Is that a rotator? If it is a rotator, why is it not linked? Or does it have to be linked and constrained at all?
Also what is that one bone sticking out of the BLENDO mesh off either hand. Is that a rotator? If it is a rotator, why is it not linked? Or does it have to be linked and constrained at all?
In posing mode, grab that bone and see what happens =)
>Anyhow, how do you make the joints bend smoothly.
There are many ways of doing this. One is via the carefull application of weightmaps using the weightpaint tool. Blendo has all weights set to the default of 1 (full weight on all selected vertices) I believe. Another way is to create an intermediate bone at the joint and constrain its rotation to be the average of the two bending bones. An example of this exists on my (crappy)website (which hasnt been updated since the new character system had just come out…) www.flatearth.f2s.com
There are lots of other methods of doing what you are suggesting, and the subject of character rigging is very broad. For instance one question many may have is how to make the arm work right when you rotate the wrist? there is an answer for this as well, however I don’t have time to go into much detail right now.