Chapter Example Files:
Rule #4: Keep geometry (GEO), controls (CNTRL), and skeletons (SKEL) in separate groups in the outliner
Rule #5: Make controls that make sense to the animator
Rule #6: Happy math—controls and joints should be zeroed out
In the previous chapter we created a toothbrush rig. This chapter will start with a similar toothbrush that has an additional bend deformer for the low portion of the toothbrush instead of a squash deformer. Begin this tutorial by opening chtp3_Toothbrush_Start.ma. Like Chapter 2’s superhero toothbrush, this rig has a main move group at the top of the hierarchy, then the geometry and three deformer handles. The bend ...