What is a good way to draw paws/feet like these in vectors?

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DreamCatcherWolf
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What is a good way to draw paws/feet like these in vectors?

Post by DreamCatcherWolf »

Image

What is a good way to draw paws/feet like these in vectors?

I love the way the paws on these dragons look. I have tried drawing them in vectors several times but have never come up with a clean method to animate them in vectors. Like it appears that a circle and a rectangle would do the trick for each finger but then it moves weird. Any ideas? For parts that can just have lines turned off?
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slowtiger
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Re: What is a good way to draw paws/feet like these in vectors?

Post by slowtiger »

Look up some skeletons of clawed animals, build your rigs following those bones, and experiment fom there.
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hayasidist
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Re: What is a good way to draw paws/feet like these in vectors?

Post by hayasidist »

My opinion (there are other answers!) is that it really depends on how you plan to animate them. I'm a firm believer in having a base set of art work which is adapted as necessary for multiple rigs. I don't try to have one rig for all shots - if I want a close-up of (say) a claw penetrating the adversary's skin, there is NO point in having a fully rigged head capable of doing a 360 turn in that same rig. Equally, if I want a long shot of a dragon flying, then I don't need a highly functional claw rig, but I might well want a head capable of turning from profile to looking at camera and away from camera. This is why I (and many others) advocate planning the shots you want (storyboard / animatic) before rigging. Then you know if, e.g., you need to animate each "finger" separately, or if the "whole hand" (or even whole arm) will be appropriate for the shot -- and that makes a difference in rigging the arm / hand of (again e.g.) having a dozen layers with maybe 4 bones per layer at the high detail extreme to having one layer and maybe 3 bones at the other.
hope that helps.
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Re: What is a good way to draw paws/feet like these in vectors?

Post by slowtiger »

What he says.
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