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File: file.png (171 KB, 989x734)
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I suck at rigging. Does anyone have any advice on how to make a good rig for this model, or should I change something with this character to make it easier to rig?
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>>630382
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>>630384
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>>630382
If you want to animate it it is going to deform quite a lot.
Try to fix the topology of the shoulders and pelvis.
If you are new to rigging go to 3D total and look for a tutorial, they are very helpful
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what program are you using
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>>630382
Export it as fbx and made a first test in https://www.mixamo.com/#/, it's free but you need an account from there you will see what that needs
https://m.youtube.com/watch?v=Mpsee9j-Btc
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>>630400
Seems like 3Ds Max
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>>630404
it's no good for tails, but manually adding tail bones is extremely easy.
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>>630385
why is the character facing backwards
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>>630447
It’s a view from behind
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>>630451
u sure about that?
his enormous organ is pointing wrong way
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>>630382
Since you're using 3dsMax, use a CAT rig.
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>>630382
Rigging is about motion, you're moving shit around.

Just break it down based on how you want to move the character, This one is simple as fk so the limbs, head and you're done.
Not sure you even need a knee but that depends AGAIN on how you intend to move the character.
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>>630382
I think youre not supposed to have tris for animation, make sure theyre all quads.
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>>630392
>>630565

Not him but I have no idea about deformation and I'd like to ask. Bad proportions aside, what loops should I add to this mesh? Let's say I want it to support wrestling levels of deformation.
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>>630828
More loops to forearm. You are going to need a twist-bone there if you want a proper wrist.
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>>630828
Just get past the fear of failure on hands. You've inspired me to push my sculpting because I remember leaving himanoids without hands and eyes rather than fuck them up
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>>630857

What about the crotch and shoulders?

>>630998

How are these? They won't be articulated.
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Also I made this after I took a look at a few psx models. I can't see how such a shoulder would support a forward-back motion.
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>>631096
Twist-bone to the upperarm should help with the shoulder deforms.

With the crotch you are on your own. Fuck that shit.
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>>630857
>>631099
Topology is balls. rework those tris into quads, so they aren't interrupting the loops. Also, those elbows and knees wont deform very well. Add another loop or two, and make them looser on the inside, and tighter on the outside. That way it has more room to squash and stretch where needed.

>>631105
Personally, I wouldn't bother with twist bones on something this low poly. But yeah, a proper rig should have them.
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>>631099
the topology seems fine but the proportions are not.
rescale the parts, stylize your character abit.
you can use proportional editing for that.
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>>631105

That's a damn good idea. I hadn't realized high poly models deal with deformation by spreading it across a wider area. I'll keep it in mind but like the other anon said, it's too complex for low poly.

>>631130
>>631129

One thing I hate about all the human orthos I come across is how people always draw humans like they're trying to stay balanced after someone karate kicked them in the lower back.
Is it alright now? The chest looks weird to me.

>those elbows and knees wont deform very well

I remember seeing them on a gif about joint topology. What's wrong with them exactly?
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Whoops.
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Most old low-poly models solved shoulder, crotch and wrist deformation by separating the mesh at joints and giving the model action-figure joints.
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>>631727
>giving the model action-figure joints
What can I say, riggers gonna rig
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>>630382
I have advice of how to rig your character. Do it in steps. Don't try to just "Apply automatic weights" all at once and say you're done. Meticulously go over each bone and make sure it deforms right. It will take several hours to do correctly. Also, for a cartoony character like you've made, the more bones, the better. You want your character to be super flexible. Maybe not this exaggerated, but imagine your cat flailing his arms like these characters in Adventure Time, you're going to need more than just "upper arm, forearm, and wrist" bones.
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>>631727

I don't know dude, it doesn't look good to me on non-robots.
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>>632494

Morrowind models looked like sausage people with their round but unconnected body parts.
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>>632495
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>>632494
Yeah, it's not pretty.
But it worked in the era.
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https://youtu.be/RjUb15rH6SQ

My friends prof posted this a few months back for rigging on max




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