The coral is finished. The skeleton within allows for the coral branches to be posed, which will be useful when the coral is needed to pursue and surround our fish characters. As well as room to give some perception of variance when lots of these are used.
There was a little refinement to do with the skin weights as there was a sizable spread especially further up. This was cleaned up rather promptly as the coral has plenty of large, uniform surfaces.
The stage after this was to set up a control network to position the coral branches, which took some experimentation to strike the right balance between amount of control and number of control nodes to use.
Each control unit controls between three and five joints each. Where there was a split, the joints were labelled "-A and -B" in the channel box.
With many of our assets completed I looked into a few of the models I had contributed for and looked into creating occlusion sets for them. This helps give an idea of these models in their purest form with only a basic shader and a good sense of depth.