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Character sculpt 2: Gangster - Rigging and posing

 Rigging and posing



To create the vast majority of my rig I used the quick-rig feature, this enabled me to establish a strong base. Now to be clear it was not just done by the press of a button I did edit the points of articulation in the wrists, shoulders, knees and feet to get better deformation, this allowed me to skip the majority of the weight painting portion because my nodes were in just the right spots for the deformation I required and thought was suitable, this took a bit of fiddling to get right but the rig works how I want it to. 

The only portion the auto rig feature couldn't capture were the hands and so I had to do those manually, that was tedious, I redid them twice times before I got them how I wanted, again lots of messing around. 

I created the hand rig using the create joint tool but I had to connect them to the auto rigs' wrist joint.

This was the simple part. After this I had to orient the axis of each digit to be facing the right way for accurate finger bending in a perfect world the orient joint tool would work but in my case it didn't this time so I did it manually. Using the select by component type feature and then the select miscellaneous component option for local rotation axes I am then able to see and rotate the axes accordingly.





Here you can see all of the joint axes pointing in the same direction more or less


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