Preparing for Rigging - My Character Design Process for Puppet, Bone Rig 2D Animation in Reallusion's Cartoon Animator (Part 2)
I'm not known for my super fast character design for Cartoon Animator. It's why I constantly look for short cuts in rigging characters because I get bored or distract... squirrel! In this second post on rigging my first, complete G3-SVG vector character I'll run you through how I take my initial, 'inked' using Inkscape design, from part 1 of this series , and break it up into the key sprite body parts. Marking the Joints The main image for this post at the top of the article is a little deceptive as it shows a composite of my, mostly, complete character divided in half so you can see the underlying vector lines - totally for effect to create an interesting image. Imagine this image is still just the half image I traced and colored from last time. The next step is to create a joint layer and mark where all my joints (i.e. bone points) will be with my semi-transparent circular crosshairs that you can see in the image. But only on one side, remember. All of this will b...