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View Full Version : Help me rig a simple character! :)


FalineFarwell
03-10-2010, 10:46 PM
Hey everyone, I am trying to put together a fast rig for this simple and kind of awkward character.

Character Download (http://www.mediafire.com/?tg0izjyuom3)

Darksuit
03-12-2010, 08:21 PM
http://tinyurl.com/yc3yhls

First link or take your pick.

Dustin
03-13-2010, 01:54 AM
creative crash is probably your quickest solution. Try there first. This is one I made. (http://www.creativecrash.com/maya/downloads/scripts-plugins/character/c/rapid-rig-basic-for-maya)

woadiestyol
03-17-2010, 04:27 PM
Here ya go...I needed a mesh with straight out arms to test the autorigger I'm working on :)

canyourigit.com/downloads/philRigged_johnPatrick.zip (http://canyourigit.com/downloads/philRigged_johnPatrick.zip)


This rig depends on some plugins by Adam Mechtley, included in the zip file. I did a quick smooth bind, but it's pretty horrible because of the character's proportions. Also FYI, you might want to center/mirror the geometry if you want to detach and rebind this. The joints to bind to are the visible ones.

FalineFarwell
03-17-2010, 06:40 PM
Here ya go...I needed a mesh with straight out arms to test the autorigger I'm working on :)

canyourigit.com/downloads/philRigged_johnPatrick.zip (http://canyourigit.com/downloads/philRigged_johnPatrick.zip)


This rig depends on some plugins by Adam Mechtley, included in the zip file. I did a quick smooth bind, but it's pretty horrible because of the character's proportions. Also FYI, you might want to center/mirror the geometry if you want to detach and rebind this. The joints to bind to are the visible ones.


Thank you so much for your help, I'll weight it and post the final product!
Thanks again!

FalineFarwell
03-23-2010, 08:46 PM
creative crash is probably your quickest solution. Try there first. This is one I made. (http://www.creativecrash.com/maya/downloads/scripts-plugins/character/c/rapid-rig-basic-for-maya)


I have setup your Rapid Rig, and so far its awesome. Just one question what do I parent the eyes to so that they move with the head, or did you just skin them?

Dustin
03-23-2010, 09:01 PM
You typically shouldn't skin your eyes, unless they actually deform. Just extra calculations that can slow down your scene. Also, you probably don't want to parent geometry to joints, because they will be in the joint hierarchy, which can be an issue if you are skinning, or if you turn off the joints layer. The best way is just a simple parent constraint.

As I recall, your character's eyes were not completely round. So if you parent constrain the eyes to the joints, the eye will rotate oddly out of the character. The way around this is keep your eyes round. Then group each eye, and center the pivot of the group. Now, instead of scaling the eye geometry, scale the group to get the oblong shape you want. Now, if you rotate the eye geometry, you will see the eye keeps that shape, but stays as it should inside the head. Once that's done, parent constrain the eye groups to the head joint or head control, then parent constrain each eye to its respective eye joint.

FalineFarwell
03-23-2010, 11:38 PM
Alright, thanks! Thats great information. I did what you said and parent constrained the eyes to the eye joints after grouping them. I also reshaped the eyes and now they are working great!

Thanks again for your help!

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03-23-2010, 11:38 PM
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