Rig Test - Checking and Fixing Joint Topology
Some notes on this next step, following my research: When quick rigging, the default embed method (Imperfect Mesh) may not be the best option for me, as it's designed to work around more standard character meshes with more facial details that include interior geometry (i.e. eye sockets, mouths, nostrils, ear holes). The model I've created doesn't have any of these details. I'm not sure if it will be necessary/beneficial to use the more simple embed methods or if the Imperfect Mesh method will still work fine. Will experiment with this. When following the two tutorials by Maya Learning Channel, I believe can pause my progress on the first part before I get to the skinning step, create and link the joints for the hands and feet, then skin everything. This avoids me having to reskin things. I'll probably have most of the model be highly skin weighted since it's low poly. The rigidity would look better and too much skin movement would probably look really disturbin...