Rigging assignment. Basic FK setup.
The archer model provided some really interesting challenges I hadn't considered. Weighting all the layered clothing to look somewhat decent was a huge challenge. Most interesting was the sash and back padding, which need extra bones with node driven offset to look convincing.
I also took the time to update my automation tools to support a cleaner implementation of FK control generation. The previous version used offset groups to apply transformations to control shapes. The new implementation bakes the world space transform of any bone on to the offset parent matrix of the control. I also have a system to re-parent disparate chains while preserving the main offset matrix. This rig still required a few offset groups on controls to support the motion I wanted, but this implementation is roughly half the density of the older one.





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