Saturday, November 27, 2010

Character Rigging

Due to the upcoming deadline for my narrative project I'm not spending as much time on the digital stuff but heres something I've been wanting to get finished for a little while now, and bar one annoying orientation problem with the locator I am using to control the rotation of the wrist, it is practically done. This is the rig that in theory will be used for nearly all our game characters, and is set up to get some really nice movements. There is an ik in the legs allowing for proper leg movement, this is linked to a circular controller in the ankle region. The foot rig is actually moved seperate to the leg, so whilst it moves with the leg, all the rotation is delt with using the small sphere underneath, this is constrained to only move in the z axis between two points and drives a set driven key to rotate the foot up and down. The circle near the knee is constrained as the pole vector control for the ik handle controlling the leg allowing for rotation is the y axis. Moving up slightly and although not visible in the image is a locator at the waist the can be moved up and down to crouch the character or start a jump animation. The spine is controlled using an ik spline, which has cluster deformers attached to the cv's allowing movement, these are then attached to the large circular controllers around the body, one near the waist is controlling the twist attribute of the spline. Final the arms are set up in a similar ik handle fashion to the legs, only with the addition of a forearm joint that allows the wrist to rotate in the x from the forearm but from the wrist in the y and z rotations. The hand is simply made up of a thumb pinky and index series of joints.


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