![]() ![]() ![]() A lot of problems generally can come out when shapeKeys are involved (all the face, in your case), in which case the new vertexes can seem to move in weird ways: any vertex modification in this zone probably will need a lot of adjustements in every Shape-Key in which it is involved. Viceversa, if you extrude a vertex from another, it will copy the properties of the previous active one: if the new vertex stays in a similar position, very often there are no problems. Maybe you should start from a simplier character, for practicing, until you reach a good comprehension of what is going on.Īnyway, all deforming bones are related to vertexes, so you can freely edit their materials and textures, without affecting the rig. The character you've downloaded has 134 bones, some deforming, some used as machinary, some constrained and/or related to other bones, some used with drivers, to perform deformations using a lot of shape-keys, expecially in the face (as usual). There's nothing wrong in the idea of modifying a character which is already rigged, as long as you know what you are doing: ![]()
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