Howdy,
Considering that this rig is work in progress probably, and if the suggestions box is open for submissions, I have a few possible improvements regarding the quadruped auto-rig:
1- I think the spine should be non-stretchy by default - stretchy is very situational;
2- I did not find a way to make the neck non-stretchy; Is there? There really is no need to have a stretchy cervical spine for a realistic animal - one needs to just “model” the skeleton anatomically accurate; idem for the tail;
3- the head could use a pair of ears and a jaw bone/s
4- it seems that there are no phalanges rotate ctrls (hoofed feet)
5- the scapula bones (which are wrongly named “clavicles”) seem to be controllable by a box null with translation; and it disconnects from the humerus; from my experience it would be better to animate these with rotation, but they certainly shouldn't part ways with the rest of the skeletal limb;
6- arm options… clearly should be renamed to something like “Quad front limbs”, added on the Quad Modules panel and also added a hip module where you set a few options for hip (see below) or have these on the spine panel;
7- the pelvis bone doesn't need two mobile bones (currently they're build as the scapula bones with a translate ctrl), they should act only as skin deformers; it doesn't hurt to have them, but there should be probably an option to hide those ctrls at generation time;
8- this could be my fault, but I can't generate adequate paw feet to save my life. Apart from that, I don't see the point of having the option to generate multiple bones for the meta-tarsals, one bone deformer is enough and preferable.
9- the auto-rig creation panel breaks after a few element deletions.
This is it for now. I'm curious what others have to say as I'm sure great ideas and observations will surface from this discussion.
Quadruped auto-rig talk
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- goldfarb
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