Zelda Rigging - Part 4/5 - Hair
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I decided I should probably give Zelda's hair its own skeleton, as I want it to be able to wave while the rest of the body remains still, as in Skyward Sword. I use IK Spline solvers to control the bones, and clusters to manipulate the curves. This is the first time I've done any hair rigging, but I have used IK Splines before. A little bit :)
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Zelda
Skyward
Sword
3d
model
animation
autodesk
maya
inverse
kinematics
spline
ik
humanik
control
rig
skin
cluster
edit
point
vertex
vertices
bezier
nurbs
curve
manipulation
wing
ceremony
costume
anime
hair
toon
shader
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