In this tutorial series, I go over how to set up a series of Shape Keys to be driven by Armature Bones, followed by setting up controls for a Mesh Deform modifier, and finishing up with some custom Bone Shapes.
In this Part Two, we create an Armature, and using that, we set up Bones as Drivers for the Shape Keys we created in Part One, and add some extra constraints to keep the control bones going exactly where we want. Changing up the original outline a bit, we go ahead and work on some custom Bone Shapes for our rig.
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