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How do you rig, pose and perhaps also animate living slimes, jellies and other marco-sized amoebas?

What is, i nyour opinion the optimal pipeline for doing a lot of stills of an amoeba-type creature? Let's say you're making a D&D themed comic and these critters pop up constantly. Would you concede going all the way back to the modeling software and remaking the base model for every take?
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>>507531
Just model a blob, rig it and animate it. If you want some dripping and melting effect you just make an animated material.
If you want it to actually change forms and such I think you have to use blendshapes.
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>>507538
>blendshapes on a jelly
are you retarded?
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>>507531

I would consider using clusters.
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>>507541

Could you please elaborate/link an example? I don't seem to be able to find anything 3d software related by keyword "clusters", that'd look like a semi-uniform mass.

PS Happy new year.
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>>507531
I'd probably just skin the creature around a viscous fluid sim and guide the simulation to create movements. Or just skin it to a rig that suits it and make the skin dynamic, so that it deforms to contact with the ground and other stuff and jiggles with physics.
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You dave to just bind the mesh to a series of unparented bones and guide them with a really specialized rig. You might need a special rig for every single movement it does.
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>>507549
Not him but this should give you some idea
https://www.youtube.com/watch?v=jOq0H1V3mSE
Basically you use a lattice and take a group of points and sort of combine them to make a cluster.

One of my teachers worked on Monsters Vs Aliens (the show, unfortunately, not the original movie) but I asked him about it and he said the slime dude here was rigged similarly to this, but with a bunch of extra physics junk on the model so it would wobble slightly after he moved, and the base would constantly drip over itself.
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http://www.futuredatalab.com/blobfamily/
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Use meta-bals.
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>>507730
how would one create those folds at the base?
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bost you're best kevin memes pls
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>>508142
dork



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