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Size of the control curves
First, during the fitting of the proxy rig to my character, I was not able to lower the head into place. It appears to have a constraint on it that prevents the neck joints from compressing past a certain point? My initial approach was to size the entire proxy rig up so the root was in the proper place, but I ultimately had to size the rig back down so that the head base was in the correct place, and then everything else moved in Y with no trouble (root, top of the head, etc.).
Second, the majority of my control curves are either way too big or way too small. The hands are a good example where the curves are so large that it's basically a guessing game on which joint you're selecting. Polar opposite, the curves around the feet are almost the same size as the feet themselves, so I really need to zoom in to select them. Can I control their size after creating the rig, or is there something I should be paying attention to prior to rig generation?
Alright, and since I'm here, I might as well ask a n00b question. On my three-fingered character, there is a fourth "claw" like joint chain that is encroaching on my pinky fingers. So, after binding the skin, the pinky mesh tears due to influence from the claw. I assume I can work that out with weight painting or the component editor, but not sure of their reason in the first place. I'm watching your fourth tut now, so maybe that question will be answered, but I wanted to get my first two posted right away.
Finally, I'll just mention that my character is Jack Skellington, so his proportions are exaggerated.
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Replies to this question:
Dustin Nelson said over 10 years ago:
Dustin Nelson said over 10 years ago:
jtengland said over 10 years ago: