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Ripped Winkler

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  1. You have to watch out for jaw yaw to especially with long snouts as the lower jaw is no longer attached to the head bone it's going to stay wher the neck tells it be. ,Although easily controlled with your custom anim's, gestures and thirdparty animations can distort the head in nasty ways.Finding that sweet wieght is the trick .
  2. Nice work Med's .Where did you get inspired to do that :matte-motes-wink-tongue: watch your model if you tweak and re upload its easy to upset the pose and end up with a messed up mush. My capuchin monkey was notorius back in beta when i set his movable jaw because of its scaled down size . http://www.youtube.com/watch?v=ysiSGsyyBXw
  3. Hi Nancy. firstly ensure the eye bones are clear of any wieghtpaint . or you can end up with them wieghted to your face causing distortion and general facial freekyness. Secondly the hip bendyness is due to the position of the upper leg ball joints being to close to the back of the mesh and mabey to high/ low. finding the sweet spot dose take a bit of trial and error.
  4. Lovely work Vivienne :matte-motes-grin:
  5. Old saying " Don't throw the baby out with the bathwater" Just saying we would lose more than the ability to make efficient mesh object 's with this threads proposal. i Also hit relpy to your coment instead of the post'
  6. The ability to rig Mesh isn't to be sneezed at either That's one baby id like not to see tossed out with dog's bathwater :smileywink:
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