This is a tutorial which covers the basics of modeling and rigging a toon character. It doesn't go into much detail and it is definitely the quick and easy method for fast results. It's for the intermediate user and assumes knowledge of edit mesh editing and the 'modifier stack'
Every aspect in this tutorial could have at least a whole chapter written about it so please excuse me for 'skimming the surface' a little.
This stage shows the creation of the morph targets. I want a simple set of three (hence the 3 clones) and I recommend you make them at the low-poly edit mesh stage in the stack also.
Edit which ever bits you want. As a biped skeleton will control most of my models movements I am only using them to adjust the mouth and ears. I make the three 'mouth big' 'mouth small' and 'ears back' and adjust the vertices accordingly.
Add the morpher modifier to the stack. Make sure it is below the meshsmooth as you should have created your morph targets at the low poly level.
Load in the targets and start playing with the sliders ASAP ;)
Then a 'look at' rotation controller is applied to each (in the animation tab > assign controller > rotation > look at) and a dummy is created and set as the target for both.
Again as soon as it is set, start playing again, making him go cross eyed etc.
Aha. .the good old 'biped' (found under create tab > systems > biped)
Once created In the animation tab go into figure mode (click the man symbol) and then scale each section of the biped to match you model as close as possible. I also went into the structure roll-out and set the neck links to 3 and the finger and toe links to 1.
Once the biped 'fits' your character's mesh then you need to select him and apply the 'physique' modifier.
Again apply this under the meshsmooth. This is very important as you will see in a minute
Then click the attach to node button and select the biped's pelvis.
Up pops the 'physique initialization' window. This next step is an important time saver if your after quick results and cuts out almost the entire envelope and weighting process.
By setting the blending to 'no blending' you are choosing the most basic mode to deform your character but as you have applied this modifier to the box model the meshsmooth automatically blends the the higher poly mesh between the joints and has a similar effect to the falloff of envelopes.
A second quick test (by loading in a biped footstep file) shows some arm points are incorrect and it appears to squash this limb.
Another quick fix and he's ready to go, it really only takes a few minutes when you have had a bit of practice.
It is not the most professional set up I know but it has always worked well for me giving me time to concentrate on other areas. You can see how well it deforms by clicking the animation link at the bottom.
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