thanks for your reply griff
griff wrote:though I was a little overwhelmed by the first run of the tutorial
I can understand that griff and I did worry I explained too much in the end as the tutorial's main aim is to show all you need to do is drag a vertex at a point in time and the anim bar will capture it for play back but thought that’s so simple I might as well cover the basics in skinning too.
Knowing what information to put in is just as important as knowing what to leave out. If you stop the video at 4:26 (just after the morphing has been shown), it is about as minimalist as possible, the video after this point just goes on to explain some things that are likely to be helpful.
griff wrote:I notice that you collapsed the inner vertices of the bend animation at the elbow
I agree griff, deleting the triangles like you said does improve how the arm animates in this video and it reduces the poly-count too however this has not been the practice for at least the majority of my non nurbs-animations, I just left them with complete rings. My pirate on my front page is such an example:
I much like how this avatar's shoulders turned out (where the rings are very close together) as I have often found it very hard to make animated shoulders look good (or just acceptable) when directly animating a mesh. Getting shoulders right for me has often been more of a black art than a science but when you do get something that works you have an example that can be replicated in other models. (like Darwin's natural selection)
Looking forward to your new Calico Jack video