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Issues Fixed:

Missing texture material for gums

Added:

The entire model is in a group. When you import it into another blend scene you just have to select the group now as opposed to every piece of the model. 

Expressions have been added via blendshapes on the body mesh and on the eyelids. I'm still not the greatest at it. Please give me feedback on how they can improve or even just suggestions.

Bone layers~ Bones have been organized in several layers that you can access in the armature settings (looks like a person.) Should help keep things less visually annoying.

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Cranky Fox

I have many suggestions... 1. Name all items in your model/rig. Besides grouping, you should name all customparts and bones. It can be a hassle but will save you time in the long run. 2. Shapekeys are fine for complex mesh movement; like wrinkles and certain complex mesh shifts (like cock throbs), but you should link the Shapekey with a driver to be driven by a bone in the armature. This speeds up animation, but also makes it possible to have chains of ik drivers, that can make more complex movement possible. 3. Use IK for most bones involving tails and limbs, heads and any appendage that has wobbly movement(like cocks). Ik helps enourmously with simplifying animation. 4. Look into auto rigs addons, Blendrig is free, and has been used on humanoid and quadraped creatures. It is complex, but gives exceptional degree of control. 5. disable (lock) manipulation of child meshs not needed to be manipulated by the animator. Hair bits and bobs only need to follow their parent. 6. apply scale, rotation, and location, before rigging, and unify meshes that really belong as one. your jolteon had "hair" tufts that were mesh objects, but were not "at 1x scale" which led to problems in modification and manipulation. Before rigging, ensure EVERYTHING IS zeroed for rotation, and 1.0 for scale. 7. speaking of mesh children, when you create clusters of "identical" hair "bits" make sure you duplicate them with ALT+D instead of Shift+D. Alt+D Instances, which dramatically speeds up the process and they can all share the same base mesh object. You can apply procedural modifiers like "simple Deform" to then distort the shape further. Saves time and memory. 8. Eyes seem to be where you struggle in expressions. So loop cut the Eye holes so you can form eyelids, then use the armature to shrinkwrap the lids to the eyeball. There are a few ways to do this, but I recommend again using an auto rigger. For mesh training look up the "blenderella", "Creature Factory 2" and "venom labs Cartoon Character Creation" courses on YouTube or buy a subscription to blender cloud. They are open source(creative commons) course and will teach you to make great geometry in general for eyes and the surrounding mesh and more. Other than that: Great Job! Keep up the good work! I am rooting for you!

Cranky Fox

I have many more tips, hit me up if you want more...