As well as effects, which i've concentrated on mainly so far this project, i am also the character rigger. I have been given the first draft of a character to play with.
I have done some rigging before so it is quite familiar to me what the process involves. Here is my current level of understanding:
To Rig Characters:
1) start with the mesh of the character in maya, plan out where you will place main joints such as shoulders elbows, knees, ankles ect. plan these out with locators for snapping later.
2) build a joint chain around the mesh and the locators, rename the joints as you will need to identify them later
3) use rotate plane and single chain solvers to map out where joints will need to rotate around, use RP for inverse kinimatics, and SC for forward kinematics
4) with thes Ik handles set up and named, a control system needs to be built around them
5) as the mesh is mainly going to be polygon geometry, it makes sense to use curves as they can be isolated away easily
6) add any extra attributes onto the rig such as set driven keys, blendshapes and pre-animated joints
7) skin the rig with the geometry and paint influence via a weighting system
8) TEST!! always test, adapt and improve, get feedback!
So here is the test rig i came up with for the animators to play with and get back to me on about improvements for when i make the first character rig for spellbound!
I have done some rigging before so it is quite familiar to me what the process involves. Here is my current level of understanding:
To Rig Characters:
1) start with the mesh of the character in maya, plan out where you will place main joints such as shoulders elbows, knees, ankles ect. plan these out with locators for snapping later.
2) build a joint chain around the mesh and the locators, rename the joints as you will need to identify them later
3) use rotate plane and single chain solvers to map out where joints will need to rotate around, use RP for inverse kinimatics, and SC for forward kinematics
4) with thes Ik handles set up and named, a control system needs to be built around them
5) as the mesh is mainly going to be polygon geometry, it makes sense to use curves as they can be isolated away easily
6) add any extra attributes onto the rig such as set driven keys, blendshapes and pre-animated joints
7) skin the rig with the geometry and paint influence via a weighting system
8) TEST!! always test, adapt and improve, get feedback!
So here is the test rig i came up with for the animators to play with and get back to me on about improvements for when i make the first character rig for spellbound!
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