


Hands always have to be drawing substitutions, it would be incredibly time-consuming to animate a full hand rig with deformers for each fingers, and no rig would be able to cover all the possible hand poses. That way I can keep the curve deformer, which is a lot better to animate. They break textures and can't be stretched too much without a weighted deform, which often messes with the stroke weight.Īrms and legs are often cylindrical, so I can do a full rotation just by translating the pegs. Animating envelope deformers is awful, if they have too many points it takes hours to set up a pose, and if they have too few points you can't fine-tune them properly. The tutorials are right about that being the basic principle, but you always have to take the animation into consideration when rigging, after all, that's what it's for.
