# 9
shrimp time
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# 9
shrimp time
Just letting anyone know that I just slightly updated the file to now show the viewport gizmo, so that for anyone who haven't downloaded the rig yet will receive the update, and those who have downloaded it can simply re-enable them themselves :]
a little snippet of the post :D
Since it'll be almost a month since I started this rig+ project, I've decided to spend the whole day today focusing on making body pose assets and release the rig over this weekend :] (or early next week)
so I'm wondering, what kind of arm & body poses you'd like to see included? I've got 3 arm poses so far, so inputs are appreciated :D
Rig+ log #8.5
so continuing yesterday's post, it seems that the results are pretty close 😆 I was in the middle of drafting up a post about my decision based on the poll but guess what 👀 I took another go at the rig and managed to fix the feet planting issue 🙌
left is the fixed rig, right is from yesterday's preview. Looks like I'll get to include both options at once 😁
also a small update about the pose library c: just to let you know that you can copy paste existing face poses onto the rig, which is how I was able to create a bunch of mouth poses with ease.
Rig log #8
guess I still have a bit to share/show 😆
Soo I set up a quick height slider and I've come across a bit of a minor issue for the feet (you'll be able to control the torso and leg length independently):
- Left: both the thigh and foot bone is moved (for better distribution of length across the leg), but the foot doesn't properly plant itself on the ground when the pelvis/upperbody bone is being moved around. - Right: only the thigh bone is moved, so you'll get a longer hip/crotch area and less even distribution of length across the leg. On the flip side, the foot remains static on the ground as it's supposed to.
I'm curious, since this only happen when the lock foot rotation is enabled and you only need to do a small tweak on the foot when moving the upperbody/pelvis around, if you prefer one or the other.
which approach do you prefer
left
right
Also, here's the torso slider in motion, working as intended c:
Rig+ log #7
rig progress since my last update (and probably the last post I'll make about it too)
Took a bunch of pictures for the documentation that'll come along with the rig
I previously mentioned that rotating the clavicle bone with the upperarm bone caused some issues. Well, it seems that it's possible to do so, using a different approach 😁 turns out I just had to do the same thing that I did for the IK hand.
While it doesn't work with EA's bones (ones with b__BoneName__), you can use the x-axis mirror and copy/paste flipped pose feature on some of the controller bones I added :-) that includes: IK arm & legs, eye controllers, and fingers.
Re-implemented the lock eye target feature :] Also, instead of accessing the feature from a slider, I've set them as custom properties that, if you install the add-on, can be easily changed straight from its UI panel.
Setting up the pose library (still a lot to go 🫠)
Rig+ log #6
I thought this would be my last update but nope, still got several things to do 😆
Finally implemented the custom foot rig for all ages minus infants.
Added a new bone to control the upper body (spine+ & pelvis) and a switch for both hands & feet to alternate between locked & unlocked rotation. Left: locked rotation. Right: default EA's rotation.
Figured out a way to rotate the clavicle as you raise the arms up with the IK controller :D doesn't work with rotating the upper arm bone though as that causes problem when the pose is being reset.
Just like the elbow bone, the thigh_twist bone automatically moves itself when the thigh is rotated pass a certain angle.