@dokatzo Of course, starting with a character that makes you popular can feel limiting, like you're stuck with their identity. But your creativity goes beyond that, and I know whatever you do next will be amazing. Full support!
@GalExec_ I'm also an animator, and if you've seen some of my other posts, you know that my first release will be a Donkey Kong model optimized for animation. I aim to keep my rigs animator-friendly with innovative UI features. I often base my custom rigs on the setups found in Maya.
@GalExec_ You mean Holo’s, right?
Yeah, right now I’m in an inactive state on socials. The future may tell if I release the IK Mario and Luigi rigs im working.
@TheMetaMeister@Schweddyoshi I will try explaining it as good as i can, im using an really old model. You're gonna use 2 bones, the back one called eye root and the side: L or R.
Then the second bone called eye and the side, On the eye mesh youre gonna use a modifier called UVWrap.
And these are the settings
No one had done a Donkey Kong rig, so I thought, 'Fine, I'll do it myself.' I've just retopoed the body so far; still working on the head, hands, and feet. The topology is animation-friendly. Made in: #Blender3d#b3d#DonkeyKong#3Dmodel#wipart
Here come the plumbers!
After a long time polishing, here they are! I have a lot of love for this look. It's based on a bunch of iterations they have. I'll post some more renders in the comments!