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

08 August 2008, 08:51 PM
Cartoon rigging challenge WIP thread, using Max 2009 32 bit.
Thank You Todd and William for your time and work to make this happen :beer: !
Feedback and comments are welcomed & appreciated (feel free to post in this thread).

08 August 2008, 09:05 PM
5 the neck must be able to squash and stretch with volume preservation, and the head MUST be able to be pulled into the shell (lattice anyone)
is very challenging for me (haven't done a rig like this before).

So far I've put an 'FFD Binding(WSD)' modifier on top of the Skin modifier > on top of a Poly Select modifier (using Soft Selection & Edge control on). Where the Head (with no face rigging started, or on yet) & body is skinned & (very basic) rigged, -so when the head bone is moved inside of the shell, the FFD will affect it;

(slowed down to see the action better)

Heh, heh, heh, -feel free to point and laugh :blush: :D .
Even better, I'm guessing that when I rig the jaw, if the Jaw mesh rotates open & gets to close to the FFD...

Indeed, I've got lots of learning to do on this.
Glad to get any tips, ideas, etc. and Thank You!

08 August 2008, 04:34 AM
I dropped the FFD, and set-up a standard max bone driven rig that (so far...) seems to do a better job at the head pull-in action (no facial rigging on);

This keeps the volume of the head in proportion, so -if needed, the character could still do facial animation at any size.

Example, head tucked in shell;

(I'll make that into a spinner / slider control)

08 August 2008, 05:14 AM
I love it ;)


08 August 2008, 12:39 PM
It Looks Realy Awesome!
i love it too! :thumbsup:

08 August 2008, 04:23 PM
Thank You Todd and Ehsan :) !

09 September 2008, 01:49 AM
I'm still working on setting up a custom attribute ('Head-in') slider for the Head-in-shell action. This could be the completely wrong way to set-up the rig (or a much more time consuming approach :) ), but for me getting the Head-in-shell action to work w/the other parts is the most difficult, so I'm doing it first.

Currently I'm trying to make it work without having it animating a scale value. Instead I'm creating a uniform control for the squash and stretch of the bones (when getting the head to shrink down into the shell, -hopefully this will help to keep the facial set-up bones in alignment. Note: I have not started any facial rigging).

I wondered how this might actually animate -where the neck and shoulder mesh come together. Example; the animator wants Kito to move on all fours, and then pull the head into the shell. This creates a shoulder rotation that will pull the mesh, -which makes for a much more twisted mesh geometry to get the Head-in-shell action to work with.

Anyway, here's Kito moving down on all fours, and then animating the spinner on the custom attribute for the Head-in-shell action; (

Here's the QT movie so you can scrub it for a better(smoother) look at it; ( ~ 1 MB file size).

(I zoom in on the neck and shoulder area -low res mesh being used-, to show how I'm trying to keep the mesh 'clean' of ugly deformations with the Head-in-shell action).

09 September 2008, 12:52 PM
Looking good dude!
I like the fact that the controls stay with the mesh when your tucking in your head
Keep it up!!

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