View Full Version : Opinions about my character rig ?
Leffler 05-18-2008, 03:31 PM Hello, this is my first post so bare with me and my english ;)
Short presentation, my name is Otto and I am a 24 yearold CG-student from Sweden
Here is a screen capture of the rig :
http://www.freewebtown.com/ozbybk/rigD.mov
... and I´m just wondering what you guys think about it, what is good and what should be changed?
Some questions i´m thinking about:
- Do I have to many controlls? Especially in the stomach/hip ?
- Should the controlls be redesigned som that they are easier to select?
- Are they, the controlls, to much "in the way" of the character?
- Should I change the lip-setup so I cant move it in three different separate steps?
The rig isn´t 100% finished, there is no IK/FK switching for example. And I need to paint more weights in the face .. .
Regards,
Otto
|
|
carlos_ramiro
05-20-2008, 02:01 PM
Hi Otto
Take a look at your character's neck when opening mouth. For facial interface, Jason Osipa's book has all you need to know.
Leffler
05-21-2008, 07:16 PM
Hi Carlos
Thanks for the tip, I have read that book (it´s great) but I guess i´ll go back and have a look at that :)
Nothing else you want to change? How do you prefer to set up the controllcurves in the chest and stomach? I´m kind of not liking having alot of rings around him
// Otto
edwardG
05-21-2008, 10:37 PM
Well, the biggest problem that I can see is that the framerate is horrible. I'm not sure if that's your screen capture software or if the mesh is too complex, but it makes the entire thing feel pretty slow.
If at all possible, try to avoid using Standard Pole Vector constraints. There are plenty of tutorials out there for the "No-Flip" setup, so if you can I would replace your knees and elbows with those.
I don't think you have too many controls. I would definitely not show the skeleton, however, as you can be sure that an animator will find a way to screw up your rig if they have access to the joints/bones.
Definitely include an IK/FK Switch. I used to think that they weren't that important, but it makes a world of difference to me when I'm animating.
This is a little off-topic, but in the future, increase the playback speed of the screen capture, get rid of all that ambient sound associated with the screen capture and set it to some SIMPLE music if you can.
Good start! Keep it up!
Leffler
05-22-2008, 07:49 PM
Hi Edward, thanks for your comment man they really help me move on and improve
The thing with the framerate is mostly that I wanted to show all the face deformations in "subD-mode/smoothmode" (3 on the keyboard in maya 2008) so thats why it´s lagging alot. Without that mode there is not delay at all, it´s a quite lowpoly mesh except in the face where I needed more geometry for good deformations
Not sure about what the no-flip setup is, but if it can help me so I dont need to use PV-constrains it would be great. Guess I just have to take a cup of coffee and do some webbrowsing :D
What is the easiest way to make an IK/FK switch (with auto snap)? I mean I guess mel-scripting but any tips where to find a clean one? Downloaded some script that used an interface and that seemed like alot more work than needed? Also creating 3 skeleton seems like a bit boring asweel, right?
The next video I will make a little easier to watch for sure, pardon for my lazyness of not removing the sounds (of me whistling :D)
// Otto
CGTalk Moderation
05-22-2008, 07:49 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.