After several weeks of tough struggle and failure I was able to reach an acceptable point in my personal cartoon rig project.
This post will try to explain the process and reasoning that lead to this result.( In the coming weeks i will try to finish some previous article on this blog, and share new tools on creative crash or github.)
(above: unbreakable deformation system for cartoon character)
1) Building rig from simple tools : layering elements by function
( above : some broad concepts on character articulation, and solutions I tried to find in order consolidate the puppet building workflow )
a) Aim quaternion node :
b) Custom articulation Curve and pathSegment node : driving large array of bones efficiently.
c) Brute force pose space deformation : a look at corrective shapes database handling
( first look at the leg deformation system: notice the quaternion controller which defines a default twist value)
2) Writing toon oriented deformer: a math-less method.