View Full Version : Aug / Sept & Oct / Nov cartoon rigging challenge_Rupesh

08 August 2008, 07:09 AM
Hi All,
This is my cartoon rigging challenge thread. My WIP, so i'll post screen shots ASAP. Software-Maya

Thank you Todd to gave this opportunity.
My thanks to WIlliam "Proton" Vaughan to provide nice model.

Rupesh Javvadi

09 September 2008, 08:58 AM
Sorry for belated post. Busy with my office work. Currently working with noodle type arm. For Shell, I didn't work yet. I will post soon.

Joints Arrangment:

With controls:

Rupesh Javvadi

09 September 2008, 06:03 PM
Looking good so far dude! :)

09 September 2008, 02:02 PM
Hey RikkiKnight,
Thanks for your reply.

Here are some images:

FK Ctrls:

Noodle Ctrls:

I was uploaded my Rigging Demoreel V2.0 recently.
Please leave a comment. It's very helpful for my next verion of this.

09 September 2008, 05:43 PM
Nice setup. Do you have any video of the rig working?

09 September 2008, 07:20 PM
nice layout so far!
wouldo be nice to see it moving if you have time to pst some videos up? :)

09 September 2008, 05:09 AM
Currently, I'm working on Noodle type arms and legs with dynamic control switching. If it will done, i'll post video. Thank you very much for your suggestions RavenEye and RikkiKnight.:)

09 September 2008, 06:40 AM
the IK FK switch without snapping is awesome :( I'm still figuring out how to do it. You don't mind give me any tips? :(

09 September 2008, 07:06 AM
You are asking about FKIK Autosnap, right?

xform is a command that sets any element in a transformation node.

$shoulder = `xform -q -ws -ro jIK_Shoulder_L`;
xform -ws -ro $shoulder[0] $shoulder[1] $shoulder[2] jFK_Shoulder_L;
$elbow = `xform -q -ws -ro jIK_Elbow_L`;
xform -ws -ro $elbow[0] $elbow[1] $elbow[2] jFK_Elbow_L;
$wrist = `xform -q -ws -ro jIK_Wrist_L`;
xform -ws -ro $wrist[0] $wrist[1] $wrist[2] jFK_Wrist_L;

and vise versa,.

*naming is important.

Hope, it will helpful.

09 September 2008, 07:25 PM
I was wondering is xform a variable and if so when you type "shoulder" what does it mean?

09 September 2008, 05:31 AM
Hey SteamMonkey,
Xform is not a variable, it's a command. $shoulder is a variable. I mean, you can put any name after $ it's consider as a variable.

jIK_Shoulder_L is joint's name.
-ws means worldspace.
-ro means rotation.

I just call the world space rotation values of jIK_Shoulder_L with the use of xform command and store the values in that string.

09 September 2008, 07:34 AM
Here is the video link that I just uploaded:
please give me any suggestions.

09 September 2008, 11:13 AM
looking good!
Some very nice stuff there with the dynamic noodles
I noticed you have a switch that goes from fkik to noodle?
Can you use fk or ik while in noodle mode?

09 September 2008, 02:30 AM
Hi Rupesh (I'm finally getting in a post on your thread :) ), -it looks like a great set-up & the video shows off nice control for the limbs stretching, along with the IF/FK switch.

I don't have a lot of experience with Maya (and it looks like there are a lot of Maya rig set-ups in this comp), but VERY COOL of you to share your info and help! :beer:

Good luck!

09 September 2008, 08:58 AM
RikkiKnight: No Rikki, It's just switch between FKIK setup to Noodle setup. FKIK setup automatically disable when we are in Noodle setup or Dynamic Noodle setup. Thanks for ur comments.

JoshPurple: Thank you very much.
Not only this thing, I set-up the shrinking technique along with stretch joints.
For volume preservation and collapsing, added Squash switch. Use this on work purpose.
Manual and dynamical controling of tail.
Broken Heirarchy technique.
FKIK for Legs, Arms, Spine, Neck and Head.

Currently working with Skining, after that SHELL. It's a big challenge for me.

09 September 2008, 03:08 AM
those dynamic noodle arms are really cool. great idea - would be a great help for a ragdoll style animation sequence.

09 September 2008, 12:41 PM
Thanks TimForbes. I faced so many trail and errors for this noodle and dyanmic noodle. Finally got it.

Hi All,

Here is the latest link:

waiting for critics and comments....

Currently working on Shell. Will post soon..

09 September 2008, 11:00 PM
yeah I know what you mean, i have tried a bunch of different ways to get it right and I still want to change my armsetup but I'm running out of time......

09 September 2008, 05:40 AM
I'm no rigging guy to comment...but the model looks good for great animation...Looking forward for more from you.

09 September 2008, 04:44 PM
Thanks to TimForbes and Send2Raj for your comments.

Here is another one:

C&Cs are welcome.

09 September 2008, 09:31 AM
Thats looking really awesome! I like the subtle influence on the shell when he's raising his leg up. Very nice

09 September 2008, 01:28 PM
Thanks a lot Rikki.

Here is one more:

(Head pulled in and out from the Shell)

Is that right pulled in and out? If NO, please suggest me.

09 September 2008, 09:39 AM
Excellent Rig.squash and strech of head are good.Nice Rig man.keep going...

10 October 2008, 05:41 AM
Thnak you Balaji3D for ur valuable comment.

Love to see some critics.

10 October 2008, 01:09 PM
hey cool work rupesh...this is cgimage from tantra:)

10 October 2008, 06:56 AM
Hey Raj, Thanks yaar.

I'll post some pose images soon of Kito.

10 October 2008, 09:25 AM
Here are poses:


10 October 2008, 09:29 AM

10 October 2008, 07:23 AM
pics not visible rupesh:(

10 October 2008, 11:42 AM
Oops! I modified the path in photobucket:banghead:. I just updated it:thumbsup:. Ok, Now U can see;).
Thanks for intimate Raj.

I'm working on Facial Rigging as of now. I'll post more pics and videos soon.

10 October 2008, 06:19 PM
Hi, nice set up, im learning rigging in Maya, and i never saw that dinamics stuff you put in there. Its a realy nice rigg:buttrock: .

One cuestion...those clusters in the arms are for the cvs of the spline handle or you are using RP ik handles.

Thank you.

10 October 2008, 05:19 AM
Thank you for ur reply JMART.
Clusters in the arms are for CVs of the spline IK curve. Those clusters are controled by hexogon shaped controls. So arms are transformed in smooth.

10 October 2008, 09:59 AM
Nice rigging skills you got dude!

I'm wondering how you do the space switching and if the controllers that are switched during animation "snap" to their new local position under, hip, head or whatever master ( I'm reffering to your showreel here)

I've looked at some free rigs and in every rig that has space switching this happens.

I am asking this because I need to update my own rigging knowledge :D


11 November 2008, 05:35 AM
Thanks TinuZ,
I done it with MEL. It's a series of some mel commands to create space switching. I can't explain here. Send ur mailID to my Private Message. I'll send U the method. Cause it's my Challenge contest thread;)

11 November 2008, 08:24 PM
Man... damn great rig! No comments... Just try not to overdose and keep it "simple". :buttrock:

11 November 2008, 07:31 AM
Thanks NURB,
Ya, U r right. But based on requirments, it's necessary sometimes ;)

11 November 2008, 08:50 AM

SmartBlinking Eyes with manual ctrls

suggestions are always welcome

11 November 2008, 10:56 AM

11 November 2008, 12:33 PM
Thanks Digital Sculptor.
So funny to here the name Pandu, Ha Ha Ha.
Will post some 2maro.

11 November 2008, 12:38 PM
Hi All,
Facial Ctrls:

Is there any xtra ctrls for this character, please let me know.

11 November 2008, 10:09 AM
Nice Set up dude...come on...go ahead....

11 November 2008, 09:33 AM
Thank You Balaji3d,

Here are some updates


12 December 2008, 06:55 AM
Hi everybody,
This is my Final submission of Body and Facial Rigging of Kito.

1) This video consists of Noodle type and Dynamic noodle type Arms:

2) Leg Ctrls with Stretch and FKIK, Noodle type Legs, COG and Spine setup with IKFK, Neck Ctrls, Neck Squash and Stretch, Broken Heirarchy of Head and Arms, Hand Ctrls:

3) Shell have some automated secondary motion for walks. there's a switch between Automated and Manual ctrl. One Ctrl for follow COG or not. Bounch ctrl for Shell:

4) Head pulled into the shell Ctrl, Head FKIK ctrls with Squash and Stretch ctrls:

5) Eyes smart blinks with upper lid and lower lid and blink ctrls, manual ctrls for squash and stretch the eyes:

6) Point on mesh for Tongue, cheeks, jaw, Eye brows, nose, forehead:

7) Sliding type ctrls for upper jaw movement and rotation, lower jaw movement and rotation:

1,2,3,4 - Body Rigging videos
5,6,7 - Facial Rigging videos

Comment and Critics are most welcome.

twidup: waiting for final submission of source file.

12 December 2008, 08:31 PM
Hi, Rupesh !

Really impressive setup!
Could you please, explain how do you set up those "auto" jiggling parts?

a bit of a comment about rig:

- as animator, i don't like setups with one hand control with all the attributes for fingers positioning. I found most easy and intuitive setup then i got separate control for each finger (directly connected with finger's first joint Rotate attributes), and with two extra attributes Bend1 and Bend2 (directly connected to Rotate X of the rest two joints, to bend finger).

12 December 2008, 10:29 AM
Wonderfull rupesh it is really a master peace where the hell have u been all this will u could make some good rigging dvds and publish them :buttrock::buttrock::buttrock:

12 December 2008, 04:23 PM
You are an inspiration for me. Your at a level I hope to reach one day. Your work is amazing, keep up the awesome job.

12 December 2008, 10:29 PM
That rig looks pretty wild, mate. Are you planning on releasing it sometime soon?

12 December 2008, 04:35 AM
Thanks all of U,

NURB: Yes, you are right. Then, I created each separate control for each finger.

DS: As of now, I'm not in that basket. I will try to reach that position.

SW204ME: So many Rigging TDs are there. I hope to reach one day.

Kattkieru: Ya, sure. I'm researching on some advanced techniques now. So it'll take sometime.

12 December 2008, 10:47 AM
hi Ruppesh ,

i just want to tell yo , that i like your KITO-Rigging a lot ! you did a GREAT job ! i see you really do a lot of research and trying out new methods - and that is phantastic :applause::applause::applause:

I like the noodle-arms ( although i am personally no dynamic-hair-curves-friend , but it looks "very funky" ) ... i like the solid structure of the characters-rig , the controls , and the usability ( from what i see in the vimeo-demonstration ) .

best regards

12 December 2008, 05:09 AM
Ha ha ha, ofcourse dynamic arms look funky.
Problem is: if I decrease the GoalPP (descending order) for smoothness, the arm penitrates itself. and increase it's value, the arm looks like stiffed one. So I set it up with medium values.

Thanks for ur valuable critic and comment Tony Touch.

01 January 2009, 09:28 AM
You have nice Rigging skills dude. I like your work.

01 January 2009, 04:27 AM
Hey Rupesh1122,

Really nice work there. I already saw your Showreel. It's also so good. Keep it up.

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