Sil3
11-25-2003, 10:05 PM
UPDATED URL
Hi all
Since Mike_RBīs Goblin character is so dam fun, i decided to make a rig for it. I have made slightly changes to the geometry of it, aligning the feet and the fingers but only to help me make the rig.
It took me more time to make than what i was expecting, so play with it and show us some cool animations.
I tryed my best to make an easy and at the same time powerfull rig.
Everything is controled by control objects(CTRLīs) so that we dont have to dig into a bunch of bones.
Although there are bones in the Hat Flaps, i switched from a Motion Dynamics approach to a Soft Body aproach, there are still some things i have to clear out before they were working like i wanted them to (this is because of the use of MoveTo Expressions on the Head)
A brief descrition of the rig, but it should be self explanatory what the CTRLīs do:
FK Arms attached with MoveTo Expressions, forget counter rotation of those everytime we rotate the Spine, they act pretty much like IK Arms in that regard :p
-Handīs CTRLīs: Nested Group for NON Gimbal issues (or at least i think i got rid of the Gimbal )
-Bicep CTRL: Self explanatory
-Arm CTRL: Like in the hands i tryed a NON Gimbal approach.
-Shoulder CTRL: To aid the Arm when it lifts up, make shrugs, we can also rotate it back and forth
-Head rotates independently of the Body, again attached with a MoveTo Expression.
-Neck CTRL: Doesnīt rotate the Head (kinda hard to explain, try it and see what it does).
-Spine CTRL: Rotate the Spine CTRL and all the Spine Bones will rotate also achieving nice bends.
-COG CTRL: This one is self explanatory
-Hip CTRL: Independent control of the Hips.
-Belly CTRL (my favorite): I could have made this one automated but i think this way thereīs more power to some really nice secondary motions on the Belly
-World Positioner: Only to place the character on a scene, move it and all the CTRL`s will move along non deforming the mesh.
COG Rotator: For making a Flip, it rotates form the COG center, be sure to adjust the Head CTRL also.
IK on both Legs and Feet, the only thing we cant make right now is to Tip Toe, i find that kind of control rarely used anyway, but if somebody needs it, simply unhide the Toe Bones and rotate them, sorry i got lazzy in this area :blush:
Thereīs also Slider for both Hand Fingers and for the Ears, and a one facial expression that Mike had already modeled.
Everything is grouped and colored for easy identification and to aid on Keyframe management specially with the DopeSheet.
UPDATED URL:
http://www.carnera3d.de/goblin_sil3_rig_final.mpj
THANKS to Carnera for letting me upload it to heīs website, be sure to also check it, heīs a gifted artist
http://www.carnera3d.de :buttrock:
Well, thatīs all, have fun with it :bounce:
Hi all
Since Mike_RBīs Goblin character is so dam fun, i decided to make a rig for it. I have made slightly changes to the geometry of it, aligning the feet and the fingers but only to help me make the rig.
It took me more time to make than what i was expecting, so play with it and show us some cool animations.
I tryed my best to make an easy and at the same time powerfull rig.
Everything is controled by control objects(CTRLīs) so that we dont have to dig into a bunch of bones.
Although there are bones in the Hat Flaps, i switched from a Motion Dynamics approach to a Soft Body aproach, there are still some things i have to clear out before they were working like i wanted them to (this is because of the use of MoveTo Expressions on the Head)
A brief descrition of the rig, but it should be self explanatory what the CTRLīs do:
FK Arms attached with MoveTo Expressions, forget counter rotation of those everytime we rotate the Spine, they act pretty much like IK Arms in that regard :p
-Handīs CTRLīs: Nested Group for NON Gimbal issues (or at least i think i got rid of the Gimbal )
-Bicep CTRL: Self explanatory
-Arm CTRL: Like in the hands i tryed a NON Gimbal approach.
-Shoulder CTRL: To aid the Arm when it lifts up, make shrugs, we can also rotate it back and forth
-Head rotates independently of the Body, again attached with a MoveTo Expression.
-Neck CTRL: Doesnīt rotate the Head (kinda hard to explain, try it and see what it does).
-Spine CTRL: Rotate the Spine CTRL and all the Spine Bones will rotate also achieving nice bends.
-COG CTRL: This one is self explanatory
-Hip CTRL: Independent control of the Hips.
-Belly CTRL (my favorite): I could have made this one automated but i think this way thereīs more power to some really nice secondary motions on the Belly
-World Positioner: Only to place the character on a scene, move it and all the CTRL`s will move along non deforming the mesh.
COG Rotator: For making a Flip, it rotates form the COG center, be sure to adjust the Head CTRL also.
IK on both Legs and Feet, the only thing we cant make right now is to Tip Toe, i find that kind of control rarely used anyway, but if somebody needs it, simply unhide the Toe Bones and rotate them, sorry i got lazzy in this area :blush:
Thereīs also Slider for both Hand Fingers and for the Ears, and a one facial expression that Mike had already modeled.
Everything is grouped and colored for easy identification and to aid on Keyframe management specially with the DopeSheet.
UPDATED URL:
http://www.carnera3d.de/goblin_sil3_rig_final.mpj
THANKS to Carnera for letting me upload it to heīs website, be sure to also check it, heīs a gifted artist
http://www.carnera3d.de :buttrock:
Well, thatīs all, have fun with it :bounce:
