Larry Schultz currently has enrolled more than 10 students in his online tutorial program at www.splinegod.com , and he commented that the recording method he uses (a special verion of Media Player?) takes 1/20th the time of composing html tutorial pages. In his presentation last meeting, he modelled a head and created a slelegon skeleton for an animal torso in record time, while sharing advice about workflow and avoiding the "world of hurt." He also pointed out that much of his facility with the interface was born of experience, working independently and for many studios like Netter Digital and Foundation Imaging, where he helped create the Foundation Institute. For the March meeting, Mr. Schultz began with a grid-like figure object, and used "spin quads" primarily to make the contours agree with muscle position, and tend to "loop". "Edge loops" produce better shadows and more natural bones deformation. He did this for the major muscle groups like the trapezius, glutes, ab's and deltoids. This method would also save on dozens of additional vertices produced by band-sawing or smooth shifting to add detail where needed. Another useful technique is to "smooth scale" to match a background copy of an object, while moving vertex detail to where it is needed. Mr. Schultz is not fond of point-by-point point-dragging to approximate these structures; instead, he said, use the most advanced tools you have, and stay away from much slower, older methods. On the subject of overall workflow, he had many observations to share: for team working, use default menu's, but use tabs to create special menu's of the functions you use most, like skelegons; have an undo setting of 100 or more; minimize the use of constraints or expressions, especially since many bones may be selected at once and grouped for expressions-like bones deformation; apply weight maps to groups of (smooth-shifted) points progressively in Modeller, assigning different values (100, 50, 20%) to rows of points, and assigning all the points to a group, in order to deform features like mouths and eyelids predictably, with a minimum of selecting. This last trick was based on extruding two lips from a grid shape by smooth-shifting and rotating two rows multiple times. Although he uses weight maps for modelling, he seldom uses weight maps for animation. Larry Schultz also pointed out that much of the deformation and modelling involved in character animation is not driven by walk cycles or other actions that would lend themselves to expressions; much is shrugging, looking, and moving over non-flat terrain. To rig a character for this kind of action, he recommended having a "rested" or "base" pose at -1 frame, and placing extreme poses at about frame 10, to test the bones for stray deformation. The top of the head touched by the hand, the hand on its opposite shoulder. The past meeting's rigging demo was basically the review of one of the operations to be avoided if one didn't want to avoid "a world of hurt" - shift-r versus r, resting bones on their respective point clouds. When Larry does this, it all looks easy. The stationary bones that have not been "rested" yet, he adjusts the rest length of, and this cloud of deformation protection expands to protect the area being pinched or stretched. (I think the book teaches this, but in the confusion of learning about ctrl-r being different from r/shift-r, one can really get detoured. Ignore r/shift-r until all of the bones work without pinching/stretching!!!) If this doesn't work, he will either add a bone for a problem area, like a bone for a face, or try increasing the strength. He often mixes skelegons and bones. He often uses a falloff of 128^, for the sharpest falloff. He uses weight-mapping as needed, but will use them for large areas, in order to isolate the head deformation from shoulders, or shoulders from the body. Once the major adjustment have been made: "record pivot rotations" zeroes the rotation settings -- and keyframe. Selecting several bones and renaming this "selection set" with a group name has already been mentioned. Another trick for faster refresh times was to make a "stand-in" for a highly subdivided model using its zero subdivision source, but cut up into respective bone areas like arms, hands, etc. These would be saved in separate layers THEN parented to their respective bones (after Object Replace) for pinch-free rehearsals. This spares one from using the technique used for 5.6, of using no object, just bones, for fastest refreshed proxy animation. The trick of "Enable Deformations On/Off" I frankly didn't gather, being an INSPIRE user. A request for an IK rig in the last ten minutes of the session lead to a left ankle goal, anchored at the pelvic mid bone. At first, nothing happened, then Larry Schultz toggled off "unaffected by descendants" for the affected bones. He assigned bank only for the upper legs and pitch only for the knee area and "pre-bended" the knee, though I missed the details. He had earlier emphatically advised not to have knee-goals, and applied "match goal orientation." A comment about IK "jittering" lead to a remark about big objects having small goal strengths and small objects having large strengths. He made the point that FK is generally used for the upper body, because the shoulder moves the arm, whereas the feet remain where planted. IK excels in animation applications where a surface is followed, like the weasel animation in "Ice Age." This workflow streamliing makes all the difference in practice -- it's easier to object-dissolve between a model with a cup of coffee modelled in its hand and one without, while object dissolving a cup to disappear from a table in one frame, than to rig and animate this using expressions, if assigned the sequence during a job.