Tuesday, 21 December 2010

Learning Rigging! 0_0

Since in Specialist Study 1 I wasn't able to animate using my previous character due to my lack of knowledge of rigging, I have decided to learn how to rig, so I can create all my characters from scratch. I have used my old specialist study 1 model to practice rigging on it. The added bonus is that I will have my own humanoid model to animate with for future animation tests, and for putting on my showreel. Toby Rutter is teaching me how to rig my characters and a few other technical pieces of knowledge that I need to know to create my characters for his professional practice model. He has made Maya a lot less daunting and much more manageable!

I have started to rig her by putting all the joints in, in one leg and then duplicating them for the other leg. I have learnt that I have to make sure I don't
change their orientation, otherwise the rig wont work properly.

I am also making sure that I name all the joints correctly so I know what they are when it comes to skinning and editing them if need be. (bn is for the active joints, an be is for the end joints that wont have any influence).

Next I make the spine joints and a neck joint, and then one out the top of the head - making sure there are enough spine joints to allow her to be able to move really naturally when she is connected to the model. Each C represents a spine cluster on the spine, allowing her spine to bend a bit at each of those points, being influenced by the other points.

Creating Nerbs curves to use as controllers for moving the limbs and spine etc. more easily, meaning that I wont have to go in to each joint and move them separately.




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