Let’s hit the ground running – hard.
Of late, I’ve been working on the Hatavar model texture – adding improvised details to his clothing. I’m quite found of the underside of his shoe which I shall demonstrate for thee now.
Also today I was writing a more comprehensive draft of the beginning narration for the animation. It will feature Windbag recounting his past and present, giving context to the state he has come to find himself. Crest Fallen.
Also – I’ve managed to rig up Windbag’s Moustache in Maya using Spline IK. Each Control Vertice of the resulting spline curve is then applied to a Cluster – these can then be parented to strategically placed NURBS circules for animation handles.
Next step is to link up the Smile/Wide Blendshapes to the appropriate moustache handles with a Set Driven Key – so the moustache will move believably and automatically when he smiles.