Editing Arcane University:Editing Animation Skeletons
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There’s not much to say for this step, you will just need to design a low poly version of the model you will eventually make. The most important thing is that it has accurate anatomical proportions for your final product, but it doesn’t need any details such as a face, unless there are animated facial bones on the skeleton that you want to use. You should probably exclude things like long hanging fur, since that will be represented by alpha planes attached to the skin later. Use a minimal amount of vertices to speed up the drafting process later. You also might want some stand-in texture just to better see how it’s animating. | There’s not much to say for this step, you will just need to design a low poly version of the model you will eventually make. The most important thing is that it has accurate anatomical proportions for your final product, but it doesn’t need any details such as a face, unless there are animated facial bones on the skeleton that you want to use. You should probably exclude things like long hanging fur, since that will be represented by alpha planes attached to the skin later. Use a minimal amount of vertices to speed up the drafting process later. You also might want some stand-in texture just to better see how it’s animating. | ||
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(This example has ugly topology because I just started from the chicken and drafted it quickly…it will probably help to do better.) | (This example has ugly topology because I just started from the chicken and drafted it quickly…it will probably help to do better.) | ||
Reference image from The Elder Scrolls: Legends: | Reference image from The Elder Scrolls: Legends: | ||
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==Step 3: Add proxy nodes to the skeleton== | ==Step 3: Add proxy nodes to the skeleton== |