{"id":249,"date":"2017-11-18T11:40:26","date_gmt":"2017-11-18T01:40:26","guid":{"rendered":"http:\/\/alrichardson.com\/?p=249"},"modified":"2017-11-18T11:40:26","modified_gmt":"2017-11-18T01:40:26","slug":"getting-back-to-the-shoulders","status":"publish","type":"post","link":"https:\/\/alrichardson.com\/?p=249","title":{"rendered":"Getting back to the shoulders."},"content":{"rendered":"<p>I recently found time to get into some improvements in my rigging system.<br \/>\nFor the longest time I&#8217;ve not paid much attention to a characters scapular, often finding that it is off screen or required at all.<br \/>\nBut with Games technology improving and limits on bone count and poly count increasing I find my self with the opportunity to include some extra deformation systems.<\/p>\n<p>So I dug back into my old auto rigger and took a look at the scapular rig. Needless to say, there was not much going on, and what was there really, sorely needed improving.<\/p>\n<p>After an afternoon of tweaking, testing and building I developed a solution.<\/p>\n<p>(this is a GIF, you can click and watch it.)<\/p>\n<p><a href=\"https:\/\/alrichardson.com\/wp-content\/uploads\/2017\/11\/shoulders.gif\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/alrichardson.com\/wp-content\/uploads\/2017\/11\/shoulders-300x254.gif\" alt=\"\" width=\"300\" height=\"254\" class=\"alignnone size-medium wp-image-250\" srcset=\"https:\/\/alrichardson.com\/wp-content\/uploads\/2017\/11\/shoulders-300x254.gif 300w, https:\/\/alrichardson.com\/wp-content\/uploads\/2017\/11\/shoulders-768x650.gif 768w, https:\/\/alrichardson.com\/wp-content\/uploads\/2017\/11\/shoulders-354x300.gif 354w\" sizes=\"auto, (max-width: 300px) 100vw, 300px\" \/><\/a><\/p>\n<p>This solution is based off the clavicle rotation, which is then multiplied or divided through a condition node network and used to drive the scapular bone.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>I recently found time to get into some improvements in my rigging system. For the longest time I&#8217;ve not paid much attention to a characters scapular, often finding that it is off screen or required at all. But with Games technology improving and limits on bone count and poly count increasing I find my self [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[3],"tags":[],"class_list":["post-249","post","type-post","status-publish","format-standard","hentry","category-maya"],"aioseo_notices":[],"_links":{"self":[{"href":"https:\/\/alrichardson.com\/index.php?rest_route=\/wp\/v2\/posts\/249","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/alrichardson.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/alrichardson.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/alrichardson.com\/index.php?rest_route=\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/alrichardson.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=249"}],"version-history":[{"count":2,"href":"https:\/\/alrichardson.com\/index.php?rest_route=\/wp\/v2\/posts\/249\/revisions"}],"predecessor-version":[{"id":252,"href":"https:\/\/alrichardson.com\/index.php?rest_route=\/wp\/v2\/posts\/249\/revisions\/252"}],"wp:attachment":[{"href":"https:\/\/alrichardson.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=249"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/alrichardson.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=249"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/alrichardson.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=249"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}