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Create a skeleton using the Joint Tool, placing joints along the bird's spine, wings, and limbs.
Adjust the joint positions and orientations to match the pigeon's anatomy.
Create additional joints for the wing hierarchy.
Mirror the joints if the pigeon is symmetrical.
Give meaningful names to each joint for organization.
Parent the joints to create a hierarchy.
Set joint orientation correctly.
Bind the pigeon mesh to the skeleton using Smooth Bind.
Test the rig by animating the joints and adjusting as needed.
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Import your rigged bird model.
Select the bird mesh.
Go to Skin > Edit Smooth Skin > Paint Skin Weights Tool.
Choose the joint to paint weights for.
Adjust the brush settings (size, strength, etc.).
Paint weights on the bird mesh using left mouse button (increase) or 'X' key (decrease).
Check the deformation by posing the bird.
Repeat for other joints in the bird's rig.
Fine-tune and refine the weights for smooth animations.
Test the bird's animation for natural movement.
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Select the control object that will drive the wing flap motion.
Set a keyframe for the wing's default position at the starting frame.
Move the control object to the desired position for the wing's fully extended flap.
Set another keyframe at the ending frame.
Go to Windows > Animation Editors > Graph Editor.
Select the control object's attribute that controls the wing's rotation.
Right-click and choose "Create Set Driven Key > Set."
Now, select the wing joint or controls that control the wing's rotation.
Right-click and choose "Create Set Driven Key > Driver."
Adjust the driven key curves to create a smooth and natural wing flap motion.
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Follow similar steps as the Wing Flap, but this time, set the keyframes and relationships for the wing's folding motion.
Select the control object that will drive the wing fold motion.
Set a keyframe for the wing's default position at the starting frame.
Move the control object to the desired position for the wing's folded state.
Set another keyframe at the ending frame.
Create set driven keys between the control object and the wing joints or controls that control the wing's folding motion.
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Create control objects for the fingers (e.g., individual controllers for each finger or one for all fingers).
Set keyframes for the fingers' default positions at the starting frame.
Move the finger control objects to the desired curled positions.
Set another keyframe at the ending frame.
Use set driven keys to link the finger control objects with the finger joints, affecting their curling motion.
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Create a control object for the beak opening.
Set keyframes for the beak's default closed position at the starting frame.
Move the control object to the desired position for the fully open beak.
Set another keyframe at the ending frame.
Use set driven keys to connect the control object with the beak joint or attribute that controls the beak's opening and closing.
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Create a control object for the eye blink (e.g., a single controller for both eyes).
Set keyframes for the eye's default open position at the starting frame.
Move the control object to the desired position for the fully closed eye.
Set another keyframe at the ending frame.
Use set driven keys to link the control object with the eye joint or attribute that controls the eye's opening and closing.