One of the neater things I think there is with the Norman rig is that folks have found ways of modifying it so that they all don't look the same. Some of the Animation Mentor students have begun doing the same and to me it makes a huge difference rather than just seeing the same character all the time. So one of the features I want to implement in project Morpheus is at least providing an initial leg up in that department for animators using it.
Here's a quick proof of concept attempt on a 80% complete body model. The idea is that people can vastly change their appearance by working out, eating more, eating less or whatever- it's still their same skeleton. I know that women and men have different skeletal proportions but hey this is animation and I can break rules if I want to. Right?
Still gotta decide where to do the head cut off from the body and if doing a single body mesh makes sense.
Initially Morphy will will have several body sizes to choose from for the animator depending on what they wanna do in their animation exercise. I plan on doing the same in terms of facial tweaks (noses, jaw lines, hair, etc) to provide.
I've been wondering about trying to see if some of the body stuff can be done via displacement maps and what not but as I don't have a lot of experience in that area it'll have to wait. The final Morphy will be fully UV'd should anyone care to go nuts on that front.
So, progress for the project on the week...
- Head - completely redesigned - 72.3% happy with it. Far enough along to start working on the body rig via my Animator Friendly Rigging master class progress
- Body - 80% done. Will probably end up shrinking the feet and adding more edgeloops for mophing detail.
- Hands - Modeled with a goal of being Milt Kahl-esque in proportion
- Body Morph tech - Reasonably confident it's gonna work
Also, finally saw How to Train your Dragon last weekend and it was awesome. Got the art book this week. Likewise.