PPD2 blog 8
In
this blog I am going to rig the bird model I did earlier. I was looking forward
to doing this rig as it would be very helpful for my showreel. To start off
with I open the file and made the mesh see through so I would be able to see
where I placed my joints
I then went into the front view as I decided to work on the
legs first
I created a row of joints in the shape of the birds leg
I then went into the normal view to see how the joints line
up
I then selected the show local rotations axis, to make sure
the joint orientation was correct
After I began to place them correctly
After I rename the joint, as they are important for later
I
then started working on the other toes by creating more joints
After I connected them to the ankle joint
I did the same to the other side
I then created the back toe
After I created a box and used it as a template. By using
the EP curve tool going over the box, I was able to make a controller, I
created one for each toe
I then selected the IK handle tool
I then created an IK handle from the thigh to the ankle
I then created a foot controller using a curve
I realise that I had to place one extra joint in each toe
After I selected the controls I had created and went onto
the set driven key option
In the menu I loaded the box as the driver and the joints as
driven
For each joint and the controller I selected the rotate z
and key the values
Then I rotated the box and each joint by a certain value and
keyed it, until I got them moving in the way I wanted. I repeated this for each
of the toes
I
selected the IK leg handle and then parented it to the foot control
I did the same for each control I had made
I then created set driven key for each of the toes
In the front view I created a row of joints
I selected the joint and went on to search and replace
names, in order to speed up the process
I duplicated the spline and unparented the last joint and
deleted all but the first and last joints and rename them shoulder BIND and
back end BIND. After I skinned the spline curve to them so they would be able
to move the spline
I scale it up and parent the back end BIND to it
Copying the controller I placed it to the top of the spline
and parented the shoulder BIND joint to it
After I decide to work on the neck, so I went back to the
front view
I then added an IK spline handle to them. Using the same
method as I did with the spline I created BIND joints
I then created two circle curves and parented one to the
bottom neck BIND joint and the other to the top neck BIND joint, after I
parented the top neck controller to the bottom one
I then decided to work on the arms by going into the front
view
I did the same with the other side
I then create a curve for a control
After I created the controller for the wings
After I created a square curve for a body control
After I created a curve for a main control
After I selected the root
The skinning was very straight forward by using a mix
between the component editor and the paint skin weight tools, and didn’t take
long to finish.
What I thought
The rigging only took a few hours, however a lot of time was
spent trying to use the BIND joint mesh for the toe in order to make the motion
look freer, however in the end I decide to go to set driven key. I also found
that making the bird rig was more complex then what I had first thought.






















































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