DK wrote:Brilliant heyverne. Can I ask what you have planned for the rest of the body?
D.K
I don't want to promise too much in case I can't pull it off for this first version.
For now it will be a basic body rig based on a skeleton I have been having a lot of success with. It has independent hip and upper body "sections" for much easier walk cycles and foot and leg positioning. The hips and legs can rotate independently from the body which is really nice.
It will also have separate "spine" controls for the back, neck and head. You won't have to hunt around for hard to fine bones on the body. They will be separated from it just like the face so there will be much less clutter and fewer bones to keep track of.
It will also have extensive fan bones for smooth joints (shoulders, elbows, torso, hips, etc).
For now I think the arm and leg bones will be in the normal positions on the body but I may experiment with "outside" controls for those as well.
Basically should be able to turn off construction curves completely to use the rig. This is great. No bones in the way... nothing to clutter the preview while animating.
Features in future versions
I really would like to extend the 2.5D aspect to the body as well and include "auto-scaling" of bones for the arms and legs. Nothing as elaborate as Genete's 3D rigs but something simple like dragging a bone around for the forearm would "scale" it to simulate foreshortening of that part.
I would also like to add a similar partial body turn to the rig. That part will be tricky.
-vern