12-17-2004, 10:49 PM
Its my question so stupid?? :rolleyes:
Please tell me if you dont understand.
12-17-2004, 11:37 PM
hey spurv, no - it's a perfectly reasonable idea (and very sensible too) - take a look at this thread here (http://www.cgtalk.com/showthread.php?t=26998) as I think it'll answer this and other follow-on questions (though it may be a bit technical if you're an absolute beginner...)
You could just make up your skeleton, add your own rigging controls and scale it to suit. The problem that you'll find is that the various IK handles, constrains and control objects in your rig won't necessarily scale the way you'd like them to. This can be overcome with careful rigging or (even dedictated mel scripts) but it's just a lot easier to duplicate and scale your original skeleton and re-rig the various bits.
But as an alternaive, you could check out some pre-made/cutomizable rigs (such as FinalRig,AniMan, or LoMan) which have the extra ability of being easily scalable...
However, the best option I think, especially if you want things to be a bit more modular, is to take a peek at dwRiggingTools over at http://www.davidwalden.com/ . A fantastic suite of tools IMHO - Highly recommended. It (or similar) is possibly the best solution for quickly rigging up a number of characters, as it offers the oportunity to rig various parts of your skeleton bit-by-bit, meaning that you could easily add your own custom parts to the rig...
(Actually i've been meaning to check it out for a while, but I believe zooCST - http://www.macaronikazoo.com/mel/download/ has similar functionality)
well, good luck and let us know how you get on! :)
12-20-2004, 12:52 PM
Steveblake, thankyou very much for this info. It must be great, ill check it out tonight.
01-20-2006, 05:00 AM
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