Chapter 8. Finalizing the Model

In this chapter, we will cover the following recipes:

  • Creating shape keys
  • Assigning drivers to the shape keys
  • Setting movement limit constraints
  • Transferring the eyeball rotation to the eyelids
  • Detailing the Armor by using the Curve from Mesh tool

Introduction

In this chapter, we'll see how to create and add shape keys (the Blender term for morphing) to the model, to create facial expressions for the Gidiosaurus and to add shape modifications in a non-destructive way to the model.

Then, we'll see how to set a limit to the Armature bones' rotation using constraints and how to slightly transfer a portion of the rotation movement of the eyeballs to the covering eyelids.

Last, we'll add some detail to the Armor by quickly adding rivets through a simple and effective technique.

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