Earthworm Jim's future edits and enhancements

Following my alpha version of the rig, here is what I plan to edit and enhance in future versions.

Legs and Arms:
1. Enhance fingers controls, so that it's easier to bend fingers into certain most-common pre-setup poses.
2. Adjust hand twisting, so that forearm's mesh also follows it correctly.
3. Add a different mechanism for bendy arms and legs, using IK spline. So that it's possible to create a S-shaped arms and legs.
4. Create a non-flipping leg setup, which will let the leg be raised up and the knee to never cross the knee pole vector line and thus never flip.
5. Add better controls for the feet bending.
6. Separate the hand/palm twisting control from arm IK control. Thus it can let them be key-framed separately and easier to adjust.
7. Add ability to switch arms and legs between IK and FK.
8. Correct the gloves when using additional bending controls, so that the attachment of the gloves to the arm is not visible.

Body/Costume:
1. Make manual controls of the spine's squash and stretch allow to increase the volume. Currently the manual settings can only normalize the volume.
2. Correct the movement of the belts-suspenders to better match the movement of the body.
3. Add the back-pack to the costume's movements and deformations.
4. Add the gun-holster with a gun, which should also follow the costume's movements.
5. Add controls for the gun-holster, which will let insert and draw out the gun.
6. Add controls for the back-pack to open up.

Head/Jim's body:
1. Re-work the eyes with a cage deformer instead, so that they can be rotated better, holding their shape. And also be able to adjust their shape.
2. Add blinking ability and controls.
3. Re-model the mouth with a better round topology, which will let make more flexible poses with lips.
4. Correct the Pose-morph and manual lips controls to work correctly together.
5. Correct the movement of the upper and lower "tail" tips, so that it's bending shape is more rounded.
6. Add an ability to control the face with lower tail remaining on the same position. Basically it's the same as in a human head you can move your head with the base of the neck remaining on the same position.

Controls:
1. Make a visual controller.
2. Add more user data controlling to certain parts, rather than having to click the controller and move/rotate it.

Texturing:
1. Add custom textures for the costume and the head.


This is all I noticed at the moment.
So the work continues.




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