We finished off the last chapter by making a simple character, which was rigged with bones. While there was a bit to learn in terms of weight painting the bones to the mesh, the rig was a relatively simple setup. In this chapter we are going to examine some more advanced tricks you can use to make your rigs move better. While initially harder to set up, they should be a lot easier for an animator to use.
KeywordsInverse Kinematic Contact Position Forearm Bone Pole Target Property Panel
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