In the next part of the notes it says to create a skeleton for the Grunt mesh. After opening up the mesh I realise that I might find this one to be quite tricky, due to the relaxed pose of the figure - after all, this is the first time I've ever attempted to do this. Instead, I head over to TF3DM and download the Star Wars Republic Commando model (http://tf3dm.com/3d-model/star-wars-republic-commando-36729.html)
Now I don't know too much about 3D modelling, so I'm unsure if this mesh is ideal for what I'm about to attempt, but I'll keep on trucking nonetheless.
Now that I have a mesh to work with, I source out a tutorial that I hope will help me get a better understanding of the rigging process. Over on YouTube, I find this video series: https://www.youtube.com/watch?v=8_SMvqWNrMQ&index=53&list=PL7LBwoM_OQiepN3-3mipmaI8NYiyNSGb_
The man who produced these videos also offers his own tool to assist in the rigging process: a joint orient tool similar to the one already in Maya, but which seems a little more intuitive for a noob like me.
Following along with his videos, I find the process to be simple enough to follow and get through the majority of the rig creation quite easily.
I find the hand section to be quite tricky and technical but I guess it'll be satisfying to get it right, so I keep at it and try to get the mechanics of it working just right.
Next in the process, I parent the limbs and spine to the pelvis and clavicle areas. After this comes the flipping of the left side to the right. Following along with the tutorial, I start to understand the importance of joint orientation and how it should affect the finished rig.
I think I got this part right, but it'll take another few goes before any of it begins to feel natural to me. Also, I won't really begin to really "get" the reasons of these actions until I've completed the entire process and can see the relation of each step to the finished product.















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