![]() Basically, the fifth and tenth feathers are rigged to “smooth out” the wing-arm action. Only use the individual feather rigging if you HAVE (or are making!) individual feathers, it will look weird if your wings are a solid surface (each of the bones is going to roll quite a bit). You’ll likely want to rename and/or merge your weight paint vertex groups to use only the (wing upper arm, forearm, and hand, obviously, but also the) first, the fifth, and the tenth feathers, OR-if you have a bunch of existing dynamic rigging, graft your wing surface rigging bones ONTO (parent them to) the first, fifth, or tenth feathers as appropriate. If you have feathery wings, look at the weight painting “zones” of influence that already exist in them. Just shrink the Anytaur wingfingers way down first they’ll act as control bones. If you have dragon wings with extra wing fingers, graft yours from your old armature onto the Anytaur wingfingers. The Anytaur armature should now be fit to your taur! Well, except for wings-SYMMETRY IS BROKEN IN THE WINGS, I’M SO SORRY, so if you need them, handle them by scaling left/right pairs of the bones’ heads and tails in and out in X from the isometric front and top views, and moving left-right pairs freely together with g + zy shortcuts. If you’re lucky, your artist just has those hindlegs straight up and down lol so you won’t have to make any decisions. I just started to get some weird behavior on hindpaw twist at that distance (but I did get to enjoy having my hindlegs always look a little extra jaunty because of how they were modelled “at rest” around the bones here). DO NOT ROTATE ANYTHING-they must stay straight-up-and-down from the front! Do the same for the hindleg chains, though unless you intend to individually articulate your hind beans, you may wish to split the difference between matching the feet versus matching the width of the hind hips above, or just match the hips width and ignore the hind feet, like I did on the Anytaur-If you noticed before deleting it, the hindpaws are quite far outside the hind foot armature-that’s about the limit I’d ever recommend you deviate, though. ![]() For the forelegs, I’d prioritize matching the feet to the feet over matching the width of your taurbody shoulders. ![]() You may wish to grab and hide anything that’s getting in your way, if you haven’t already, like the zillions of wing and utility bones, and the Humanoid legs (shortcut in edit mode is “h” with a bone selected.) When you’re finished from the side, select the taurbody foreleg chains, switch to viewing isometrically from the front, and shift them in X until they mostly match the width-apart of your forelegs. Using your original as a reference, BUT ALSO taking at least a glance at a real animal’s skeletal reference (especially for shoulder length and angle), work isometrically from the sides and front-symmetry has been preserved in all the taurbody legs, lucky you! Rotate the Anytaur’s taurbody bones pair by pair (of bones, left-right) until they’re all angled right to fit your mesh. Unless you specifically commed your artist for it or they worked with this base in mind, you won’t have a BEND bone, and will need to paint your own, but you should already have hind.hips to start with! There are bone constraints in the hind thighs for weight painting purposes, again-you’re advised to leave them until you’re satisfied with the BEND/hind.hips torso chain action you get on your own taur. tinybones are because Dynamic Bones needs at least two transforms in a row to operate, and when I had ONLY two, I got stupid bugs preventing the butt collider from showing up in, so with this setup, Dynamic Bones gets THREE transforms, and the collider on definitely shows up. We WILL NOT be going over how to implement sit in this tutorial, but since you’re looking, you might as well know why it’s like that. Hind.spine is one huge bone to make an optional Dynamic Bones-based-sit work correctly hind.chest ends wherever is necessary for the “hinge” of that sit. Try to understand what you’re looking at in the Anytaur’s hind torso chain. You’ll be toning this behavior down later in Unity, but I’ve recreated it here in Blender to help with weight painting. Grab it and rotate it the Anytaur’s taurbody’s back should respond dramatically. Now that both taur armature Humanoid upper bodies match, go into Pose Mode on the Anytaur and find RRA.spacer, off the Humanoid hips.
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