Sunday, October 9, 2011
Rigging Update - Main Character pt 4 Head Complete
Looks simple right?
Well unfortunately, it's not.
In order to achieve realistic human motion, a mixture of fk and ik rig controls had to be applied along with multiple constraints between the head, neck, shoulders and hips. Custom attributes have also been added which control the point and orient space of the head joint.
I'm one third through the advanced rigging class now and so far it has been getting more and more intense. Because I've made it this far, I've gained even more confidence in pulling through this whole project successfully.
Rigging Update - Main Character pt 3 Torso Complete
The torso rig is complete.
Now I'll proceed to rigging the head.
Here's a test file of how I'm required to proceed with rigging the neck.
When using the ik spline tool on the neck joints, I need to make sure they don't jerk or screw up when I pull any of the child joints towards the base joint.
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.
Friday, October 7, 2011
Rigging Update - Main Character pt 1
I've built up skeleton joints and fixed joint orientations for the main character.
I have basic rigging knowledge. Thus I'm actually capable of applying basic rig techniques such as ik and fk handles, joint controls and setting up a basic character joint structure all ready for animation. However due to the complexity of the animations I aim to achieve, I'm currently following a classified advanced rigging class which I shouldn't be at liberty to share due to legal matters.
Despite that, I would still keep this blog updated with summarized steps and progress, during this hardcore rigging process which I aim to complete by Wednesday.
Wednesday, October 5, 2011
Model Update - Humvee
Although my plan for this week was to finish rigging the main character, some plans have been changed.
I've just launched another project, Project Dead Punk which can be accessed through the navigation at the side of this blog.
I'm almost finished modeling an armoured vehicle which would serve as a mode of transport for the main character. I will also use the same armoured vehicle geometry for Project Dead Punk.
Friday, September 30, 2011
Model Update - Main Character Complete
I have finally finished modeling the main character.
I'll take a day break tomorrow and start rigging on Sunday.
Also, I shall edit the production schedule a little as my modeling period was not as short as I expected it to be.
Well, I must admit I'm pretty satisfied with myself. Just exactly one year ago I did not have the skills to even go through the modeling stage of Project New World.
Now let's bring this project up by a level!
Model Update - Main Character pt 5
I finished modeling the hair and night-vision goggles.
I'll start rigging during the weekend. For now, I'll apply finishing touches to the model as well as extra accessories like a punch to store ammunition or other types of small equipment.
I'll start rigging during the weekend. For now, I'll apply finishing touches to the model as well as extra accessories like a punch to store ammunition or other types of small equipment.
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