@Alan Minor: Body Rig
I now have a fully working body rig. I haven't yet created anything for the head as I'm not sure how I am going to do the head yet. I also haven't skinned to my model yet, as I want to check the rig is right first and also see if I can duplicate the rig for the other character. Also I'm not 100% sure how to go about skinning or what method is best to use.
I used the year 1 rigging tutorials to create this rig but I also looked at the Jet Pack Jones tutorials to figure out where and how to position the joints. I used locators to map out the position of the joints and then I used the 'joint orient' to rotate and position the points.
The rig contains IKs between the hips and ankles, ankles and foot balls and foot balls and toes. The feet/leg controls, control the legs and added controls such as heel lift, toe tap etc. I have pole vector controls for the knees and then I have a pelvis control, 2 lumbar controls and a chest control. And then I have a COG control which moves all of those at once. I then have clavicle, shoulder, elbow and wrist controls and hand controls which control each finger and thumb, including the spread of the fingers and the thumb twist. Finally I have the main control which controls the whole rig together so I can scale/move etc. the whole thing together.
All of the controls are also limited appropriately so nothing can 'break'. At the moment I used the limits used in the videos but I can go back later if needed and change the limits so they are more suitable for my specific character.
I have also coloured the controls so they are split into groups (left, right and central controls) and so they are easy to see.
I used the year 1 rigging tutorials to create this rig but I also looked at the Jet Pack Jones tutorials to figure out where and how to position the joints. I used locators to map out the position of the joints and then I used the 'joint orient' to rotate and position the points.
The rig contains IKs between the hips and ankles, ankles and foot balls and foot balls and toes. The feet/leg controls, control the legs and added controls such as heel lift, toe tap etc. I have pole vector controls for the knees and then I have a pelvis control, 2 lumbar controls and a chest control. And then I have a COG control which moves all of those at once. I then have clavicle, shoulder, elbow and wrist controls and hand controls which control each finger and thumb, including the spread of the fingers and the thumb twist. Finally I have the main control which controls the whole rig together so I can scale/move etc. the whole thing together.
All of the controls are also limited appropriately so nothing can 'break'. At the moment I used the limits used in the videos but I can go back later if needed and change the limits so they are more suitable for my specific character.
I have also coloured the controls so they are split into groups (left, right and central controls) and so they are easy to see.
Hi Emily - Before you move onto skinning, we need to check everything is okay, discuss what to do for the head, and how to 'switch the rigging off (IK's/Controls)' so that you can skin just using joint rotations. Normally (or at least the easiest way) you would create the skeleton, skin, create posespace deformers, and then add IK's/controls. So, you've skipped ahead a little. It's not a problem (that is a valid way to work), but to help you we can temporarily switch off the constraints and IK's to jump back a step. The skinning and posespace deformers will be the same method as JPJ. I'll be helping Year 2 in the morning tomorrow but if you're around I can take a look. If not we'll go over the skinning/rig on Friday. The head, I will discuss the options on Friday.
ReplyDeleteOk, thanks Alan, I'll be in tomorrow morning
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