Last night I rigged some models for the Becky and the 4th Wall Pilot so I figured now would be a fun time to show you guys the two main characters, Becky and Stacey.
More details about the characters and show to come.
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Last night I rigged some models for the Becky and the 4th Wall Pilot so I figured now would be a fun time to show you guys the two main characters, Becky and Stacey.
More details about the characters and show to come.

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How to Animate and Rig 3D Characters with After Effects, Cinema 4D and J...
Started texturing my 01 model! Still bald for now but now they have eyebrows. Joyous. It's so fucking cool to look at my model and go omg!!! That really is 01!!!
Eventually I'm gonna be able to animate with this model ARGHH exciting! I'm already planning what I wanna animate.
@limoncats has obtained the ability to spin and rotate
(i have made the other angles for her rig and now I can make her do silly things)
We've rigged Plodzy Polarberr and decided to actually finalize her.
Our Kim & Plodzy character models are finally finished!

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Rigging Stephanie’s model took longer than I thought it would last night. But she’s ready to go for animating tonight.
We've rigged Kim Fein and now we're gonna rig Plodzy Polarderr next.
Wipples Pose Testing
He moves!! Holy wow, this was a LOT of work. I've been attempting things that I am 80% capable of doing; familiar enough that I'm not struggling the whole time, but with a good amount of challenge along the way. I'd say I had a solid handle on maybe 30% of what it took to pull this off. I haven't used Rigify much on account of the complexity, but that complexity is exactly what's needed to ease some of the manual effort of animating. Further, I have not once set up a face rig. Not only did I have to get into the mechanics of Rigify (those airplane ears? Those are a custom setup), but I had to learn how to use it too.
It is with great misfortune that I realized my mesh doesn't have the right topology for good deformations. Here I was all worried about the face when it was those quadruped shoulder and hip joints where my topology falls short. I have two options: press ahead with corrective shape keys and counter-animation, or take 8 steps backward and retopologize. Honestly, I will probably animate a few sequences and see how the model moves--especially with a fur particle system to cover some flaws.
By the way, check out this rig! It come with so many neat features like IK/FK switching on the limbs and a full bendy-bone network on the face. I added dilating eyes and retractable claws