The mesh generation part is similar, although the topology tend to be better with the technique I implemented. When it comes to posing the character while adjusting the joint orientation/placement and ultimately converting it to a skinned fk mesh, the workflow proposed goes much further.
So it’s like zspheres.
The mesh generation part is similar, although the topology tend to be better with the technique I implemented. When it comes to posing the character while adjusting the joint orientation/placement and ultimately converting it to a skinned fk mesh, the workflow proposed goes much further.