Editing Arcane University:Rigging with Blender 2.79

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Sometimes, the best course of action is for a section of your model to move as the average of two or more bones. For example, if you want a creature’s tongue to appear lifted when the mouth is open, but lower a bit as the mouth closes, you might make the entire tongue use the 50% average of the Skull bone and the Jaw bone. The entire tongue will then move as a solid unit and seem almost as if it has its own bone, but that bone will behave precisely as an average of the other two bones.<br>[[File:AU-Rigging-279-12.png]]<br>
 
Sometimes, the best course of action is for a section of your model to move as the average of two or more bones. For example, if you want a creature’s tongue to appear lifted when the mouth is open, but lower a bit as the mouth closes, you might make the entire tongue use the 50% average of the Skull bone and the Jaw bone. The entire tongue will then move as a solid unit and seem almost as if it has its own bone, but that bone will behave precisely as an average of the other two bones.<br>[[File:AU-Rigging-279-12.png]]<br>
 
Additionally, you can get sometimes get interesting effects by rigging partially to a completely different part of the body. For example, my Vvardvark is based on the chicken skeleton, which does not have a tail. To make the tail appear animated, I partially rigged it to the head bone, so the tail would appear to counter-balance the weight of the head: when the Vvardvark looks left, its tail tilts slightly right. Since the tail is so far from the head, I used only a tiny amount of weighting (the further from a bone, the more exaggerated its movements become). This also made it important that any cross-section of the tail has different weights than the cross-sections in front of or behind it: if the end of the tail had a single amount of weighting for the Head bone, the rigging to the head would be obvious as a sudden bend and then straightening of the tail.<br>[[File:AU-Rigging-279-13.png]]
 
Additionally, you can get sometimes get interesting effects by rigging partially to a completely different part of the body. For example, my Vvardvark is based on the chicken skeleton, which does not have a tail. To make the tail appear animated, I partially rigged it to the head bone, so the tail would appear to counter-balance the weight of the head: when the Vvardvark looks left, its tail tilts slightly right. Since the tail is so far from the head, I used only a tiny amount of weighting (the further from a bone, the more exaggerated its movements become). This also made it important that any cross-section of the tail has different weights than the cross-sections in front of or behind it: if the end of the tail had a single amount of weighting for the Head bone, the rigging to the head would be obvious as a sudden bend and then straightening of the tail.<br>[[File:AU-Rigging-279-13.png]]
 
[[Category:Arcane University| ]][[Category:Arcane University-3D Art| ]][[Category:Arcane University-Animation]]
 

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