This is actually quite fun. I feel like i'm in a scene from the terminator. The second one of course, I don't think I'd want anything to do with the new one if Christian Bale is going to be so rude to the staff and everything.
I'm looking forward to see how terribly bad this actually goes once I paint the weights and everything, but for now- fun.
One I started with the rig I've noticed that my thumb is too short for this sort of rig. I think had I done a more complex hand rig, I could have gotten away with it. It's just that I've made the thumb directly connected to all the other fingers, whereas in reality the thumb is connected more to the wrist area, and therefore has more manoeuvrability and independence (i.e. opposable thumbs). It's really interesting though, it's kind of a practical lesson on anatomy. Thinking how your bones move, what you can do with them, what's the best structure, etc. The less interesting part is just mindlessly repeating the same process with the other hand, but it's gotta be done.
I've had a few issues with the pole vector constraints - Whenever I attached the hand's IK handle to an object (I use the object as a control to rotate the knee/ankle), the rotation of the bones seem to have flipped around. It's kind of hard for me to explain as I don't really know the technical terms for all this stuff, but basically the hand just flipped over. After a few attempts, I realize that it's actually quite important where you're placing the item that you're going to use as controls - it has to be in a certain angle to the ik handle, otherwise it flips over.
This is dull and boring and not helpful to anymore, but it's for asssesment purposes.
Anyway, these are some hand poses that seem quite important to have. I'm gonna add seperate finger control in a minute too.
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