Weight painting around the shoulder will be done tomorrow. It is a bit difficult to include the shoulder blades.
August 13, 2018
August 12, 2018
・Fix the eyeballs to "Empty" with "Copy_Location". ("Empty" is set as a child of "Bone_Head")
・Create a controller for the eyeball and use "Damped_Track" so that the eyeballs always faces the controller.
・The controller has a structure that can control the left and right eyeball separately.
August 9, 2018
There are two main ways to pose a chain of bones:
"Forward Kinematics" (FK) is the normal way of manipulating a bone chain, based on parent-child relationships. You need to rotate each bone individually.
Inverse Kinematics (IK) is another way, where the movement of the chain is determined by a "target" bone (and optionally a "pole target" bone) instead of the normal parent-child relationships. Basically you position the end of the chain, and the IK solver calculates what the rest of the bones need to do in order to make that happen.
In addition, "hand" has many joints in such a narrow area. That is exactly "complex" itself. In other words, in order to improve the efficiency of animation, I need to rationally use "constraint" and "expression".
August 7, 2018
July 21, 2018
June 20, 2018
June 11, 2018
Oh no! What should I do?"Blender Internal Render" will be deleted in the next version of Blender. I have to change the renderer of "STORM ROLL 2018" which is currently under construction to "Cycles". It's not impossible, but it takes a lot of trouble. Hmm....
OK, there is no way. I'll change some of settings for rendering way tomorrow immediately. (TOT)