Forum Archive › Dragon Knights Course
Well it might not be a problem of topology, @dolores74 Could you provide a wireframe of your mouse?
Are you using any corrective hsapekeys?
In this kind of character and rig, it’s the go to for shoulder deformation. This could be fixed in few minutes.
Shoulder is the hardest part of the body to be rigged.
BTW, I’m currently recording the rigging course. And I’ve just achieved that before going to bed.
It is 100% bone based without any corrective shapekeys. A special something something I’m preparing 😉

Sir, your course has 11 chapters. I needed one week for chapter1. With this velocity I will need ‘plus ou moins’, 3 months to go true it all !!!
And you already have the rigging course waiting for me ???

Topology is fine.
Drop me your model and I’ll fix deformation for you.
That was the goal of this training course. Doing something in depth so that people get what they have paid for 😊
I will delete this tomorrow (Monday) when I come home from my job. To many Mb’s on my server.
(link removed)
btw, the rigging of the mouth I’ve got from your dog course.
Your model is very good. Nice topology, weight painting is also pretty good.
One thing you should know, is that you shouldn’t get this kind of pose. When you lift your arm more than 90°, the arm bone doesn’t rotate anymore, the shoulder start rotating to complete the 180° rotation toward the top. So, in this case your model is already fine.
Anyway, here is the process :
1) Lift the arm and enable mesh deformed display in the rig modifier
2) Create a base shapekey (needed to have a starting point) and a second shapekey that will be your corrective shapekey.
3)In edit mode, refine the topology of the shoulder while your character is posed (make shure the cor shapekey is selectionned)
4) You can see the result of the shapekey when arm lifted and in rest mode. We need a way to trigger the shapekey when the arm is lifting. Add a driver to the shapekey (set later)
5) In the graph editor, go to driver (instead of F curve in the bottom menu), choose avera velue instead of scripted expression, select deformation variable, select the rig, the deformation bone, X rotation in local space. You can see the value appearing. It’s the little white and red square on the graph settled by 2 dotted lines.
6) Rotate the curve points till you get a 1 value on the Y axes and make sure that the first handle is set to 0 at the origin on X and Y axes of the graph editor (we can use modifier to do so instead of manually editing the curve)
7) done, now when you rotate the arm up, the shapekey is triggered and you get nice deformation
I’ve shown this process in an old video that is still relevent even if the UI has changed a little

Here is the stress video for the deformation rig.
Not that bad, I think most pose are achieved with enough believability and smoothness
I’ve been working on characters rigging and animation for a year on a soon incoming game . I will definitively add this tentacle rig I’ve just finished to my incoming rigging course.

I need more hours in a day, something like … twice as much.

Chapter 3 ; the eyes and teeth.

Chapter 4 ; is the armor. I guess I have to ask Google, what armor does a mouse knight wear ?
Ready to be armored. (Found what I want 🙂

Hi @danpro !
Thank you. I love what you do on your youtube channel.
What acommitment to the community. Love your rigging skills, you’re one of my inspiration for sure.
I’ll release ashort tip tutorial tomorow to get rid of IK poping issues. I’ve found a hard trick and then after research I’ve found such a simple solution.
Also, I was planning to reach you because I was wondering if you could give me feedback on my further rigging course before I release it (I’ll push you a copy).
Thanks for passing by.
Your topology is pretty good.
We’ll use a mesh modifier to rig the short pants. Will be way easier to skin.
Looking forward to it 🙂