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Arts, 15.11.2019 03:31 momzsons4834

Discuss why you think the unit exercise only had you create two bones for the model's hand rather than five? how would rigging (and animation) be more difficult if you didn't include guide bones, pole targets, and other rigging elements not directly part of the "skeleton" of the mesh? describe the ways your model originally looked "off" in either the deformation/skinning or in the actual animation/keyframing process. also, explain specific ways that you fixed these deficiencies. imagine you were creating a robot instead of a human character. what design changes might you make to the model in terms of rigging and skinning to make the character more "robotic? " how would you tackle the challenge of animating a "boneless" model such as, for example, a traditional rpg slime monster — or, alternatively, something like a snake or a detailed tail animation?

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