Saturday, October 8, 2011

Rigging Update - Main Character pt 2


Usually for character rigging we have to use smooth binding between the joints and the geometry. However for now I'll stick with rigid binding by parenting split geometry parts to joints. The reason for doing is that it's much easier and less tedious to use rigid binding. This would speed things up for me while I'm learning advanced rigging instead of having to paint weights which is a painful process.


Split geometry clean up.




In the previous post, I've completed building the skeletal joint structure for the character. What I forgot to mention was that the structure's purpose was for FK (Forward Kinematics) controls. What I'm doing now is a secondary rig called IK (Inverse Kinematics) controls. With these controls, I'll have the ability to switch between FK and IK when animating my character. This would give me an advantage especially when I need to animate intense action sequences.

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