I'm working on getting better at rigging and animating, and I thought I would ask if anyone has done much with the new MEshDeform cage techniques that are becoming more popular when building a rig. I've had limited success with this technique thus far, but it seems like it might give very good results if I could get a better understanding of how to implement it on a makehuman model.
Has anyone here developed a workflow or tried this method for rigging?
I'd beinterested in getting some solid pointers to make the process easier.
Incidentally, I have seen some of the posts on general rigging techniques, but I couldn't find anything that specifically dealt with the MeshDeform modifier.
Perhaps, a deform cage could be produced as part of the collada output in future versions of makehuman, or the armature could be exported with correctly weighted limbs to expedite things? Just thoughts. I don't know what's possible, or even if what I'm suggesting has already been covered.
Thanks