Kobold update and small fry model (Patreon)
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I've been meaning to both post the updated model of the kobold (who I've kind of decided is named "Athena" maybe, idk I really like Greek names) and also the camera imp ("Small Fry"). Athena I fixed a few things on, specifically the IK version of the [d]ick, it had some weird issues that I fixed during the solo toying animation. I don't think I posted the camera imp's model before because of something... I think I kept meaning to fix the eyelids, like they took too much of the eyebrow with them as the top of the eyelid moves down. It's not terribly noticeable, but I didn't like it but never fixed it.
Anyway here's both! The hair on the camera imp is a pain in the butt- I tried making a new, more accurate hair cage for him, but it turned out to be too much for my computer when binding the high poly hair (which is only to be used for rendering since it's very heavy). Also, if you do bind the high poly hair, make sure the armature has no location, rotation or scale transformations and the armature is in rest mode (since the mesh deform needs to have the default shape of the hair cage to work). You can bind either the old hair cage or the new one, both should work fine, but the old one is might lighter to bind with.
I plan on posting the updated brontosaurus model eventually. It's still not 100% ready to post. Note these are from Blender 2.93, I still haven't updated my blender version to 3.x yet! So I don't know how compatible these are with the latest version of Blender. And, the triceratops, updated dragon, pig and horse models I'll post eventually. Each one has it's own things I'd like to mess with and try to improve before posting.
One more thing, I think it's a bit messy how Blender handles appending complicated things. So, here's how I'd recommend appending these characters to scenes. I've found that it's best to have a single top level collection with |C| in it the name at the start so you know this is the one to append.
You'll get a mess. I keep everything that shouldn't be rendered, mostly bone shapes, in a collection called "dnr" usually (dnr = do not render). Just un-check this layer. And un-check either the high poly or low poly collection.
And now it's better! I wish that collection visibility carried over on appending. Or maybe there's a button or check box I'm missing for that? I don't know.