Hello everyone! As we know a rigger is not just a scripting and plug-in expert but is also someone who has very solid skills in anatomy and body proportion. Today I would like to talk about: How a geometric skeleton can help your Maya joint placement layout.
Should I model a geometric biped/quadruped skeleton before starting my maya joint placement?
For my personal experience as Creature TD specialised in muscle deformations I would rather say YES.Of course if you work in a studio you will never start from scratch because they will definitely have their own library with a geometric skeleton that you can adapt based on the proportion of your character. If you are a student and you are doing your academic project I’m sure you will be able to find some free online models as well to use as a starting point!
Bones-Skin proximity factor:
During the process of adapting your Geo Skeleton into your Creature’s proportion is essential to keep in mind the Bones-Skin Proximity factor, here some useful references!