Here is some footage of testing the leg muscle rig. It was really exciting, I had not done muscle rig before.
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@semiautomaticrig
Here is some footage of testing the leg muscle rig. It was really exciting, I had not done muscle rig before.
This video just demonstrates how the amount of joints ins a ik chain affects the dynamics set to said ik. It’s fairly obvious that the more joints you have the floppier the dynamic.
All of these ik chains have the same dynamics settings on them.
Eye rig came with bit of an extra control. The colour of the eye can be adjusted. Which is hilarious.
One of the very first muscle rig tests I’ve made. I was very surprised how well behaving this tool was in CINEMA 4D. Apart from crashing several times when I was fixing the muscles on the troodon in the end...very stable and nice. I gave up adjusting the individual points and it worked fine afterwards.
I’m testing the pose morph before I changed the geometry around the eye and before I made it possible to adjust the expressions via the Viewport.
I was testing how the tongue spline worked and, well most of the time testing rigs makes me just giggle. Usually when it works as it should.
Whole bunch of leg rig testing. Note that I had not done Weight Painting at this point as in the sense of testing the rigs motion, it was sufficient enough to have the auto bind.
This video is low on entertainment value, it doesn’t even show what I’m adjusting in the Atributes Manager, so it’s basically just about how I’m testing the effects of a Clamp Constraint set to the grey ball.
Both tail and sickle claws are behaving with dynamics. This was one of the firsts tests on them. You can see in the Joints the breastplate joint that I later removed and replaced with just weight painting the spine to the belly and chest area.
Testing the sickle claw dynamics. I had made it with ik and just added dynamics to it. I had made the hand adjustable side of the claw with just plain XPresso without any Up Vector Constraints the claws started to rotate around itself slowly. I solved it by changing the XPresso to Spline ik.
Breathing rig with CMotion and freshly made User Data controls on a Null. Spline on the graph controls the speed and depth of the breath.
I was thinking about making the controls for the breath to come visible when you click the breath cogwheel in the Viewport, but I then thought that it might get in the way and I could have the breath control selection button in the HUD instead.
First tests with Vibrate tag to create breathing motion.