Spent some more time in rethinking the joint orientations of joints, how they should move and whether some joints are needed. Also noticed that the usual joint orientation functions, or even Comet's, could not really orient the finger joints well because of the way the finger joints are positioned. In this case, after the initial creation of the joints, I would need to go in and tweak the finger orientations manually.
Here's the result:

And here's the default Maya skinning on the model. Notice the extra shoulder joint provides a good default skinning to start with in the shoulder/deltoid areas. The upper spine area is not that flexible in real life bipeds, so only 3 joints are used for that area. More on that later.
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