Lost Adventurer, Aleks Kirilenko (3D)
LC #42 Pipers Alley

View Full Version : Dog Rig

10-25-2010, 11:24 AM
Hey guys im working on a dog rig at the moment for UT3. I have practically no experience with advanced character rigging so bare with me :\

Heres what I have done so far, I have found a model of a dog and retopped it in ZBrush and created a basic skeleton for it.



At the moment I am trying to research into what I can actually do in Unreal, what a dog rig requires etc

Any pointers or comments would be greatly appreciated

10-25-2010, 08:42 PM
You can setup a dog relatively easily, just remember, COG goes at the shoulders, and you can make a RL foot without a heel since dogs stand on their toes; one at the ankle, ball, then toe.

11-15-2010, 10:12 PM
Thabks Vurtualistic. I have re made the skeleton after looking further looking into dog anatomy .

Heres my current progress. Sadly the tripple IK leg is broken and the IK solver spine doesnt work either so I will have to re do them :(


I plan on using dynamic bones to simulate skin jiggle around the neck area, to use a joystick for both the neck and tounge aswell.

All in all theres still an awful lot of work to do here :\

11-19-2010, 03:02 AM
I have been trying to sort out these darrn legs. I have been following Paul Neales tripple IK leg tutorail. Ive gone over it that many time that ive literally memorized it. Im doing everything right , but for some reason when I select the the second HI chain and select and change the solver plan to IK goal it rotates the bones 90 degrees. I re made the leg afew times and it did the same thing :S


I mirrored the leg and set and linked everything again , made new HI solvers etc and that seemed to fix it. But then when I tried mirroring it back it gets the problem again :S

Any suggestions as to where im going wrong or a work around for this???

p.s this is only happeining on the back legs and not on the front legs :s

11-21-2010, 01:29 AM

I managed to sort out this problem by duplicating the working leg through the layer manager. It seems to work fine now.

I have also created the spline IK spine , neck , and tail as suggested.

They seem to work fine but the bones stretch at the moment which is something that I will have to sort out aswell


I have also created some muscles aswell. They are not attatched yet. Im not quite sure what stage I should attatch them at :s


Next I am going to set up an IK FK blend for the legs and set up some foot rolls etc

11-22-2010, 12:56 AM
Today I have been setting up the primary and secondary foot controls and I have ran into afew problems.


Excuse the rubbish paint over lol

When I try duplicating the foot bone to apply a wire parameter to it , the bone flips :s , might this be becasuse the bone beneath has had its postition frozen :s

Also, once I apply the toe bend to the front left leg the bone starts in that posititon. However once adjusting the sliders it will move fine :s

If anyone can help me out here that would be really appreciated :)


11-27-2010, 09:37 PM
I havea managed to sort out the legs in terms of the linking and foot rolls along with the eye controls as well as the COG.

I have ran into a couple of problems that are driving me insane though :(

The first is the Spline IK spine.


I cant seem to stop the bones from stretching when I move the controlers. In the bone edit tool stretch is turned off :S

The second is the IK/FK blend for the legs.
Im really not sure how to go about it as I have already contrained each of the driver bones to solvers and helpers :s


I have constrained the ik / fk bones to the driver bones and they seem to literally just follow them rather than blen :s

Any suggestions on these issues will be greatly appreciated

12-08-2010, 12:04 AM
It's been a while since my last post! , I have reason for my madness, and that reaso is mistakes and corrections likt this one.

I have just followed Paul Neales tutorial on IK/FK blend arms and applied it to my dog legs.



Sadly when I applied it I forgot to link up the hand (bottom 2 bones) as I thoght they would follow the bones above....I was wrong.

I have managed to wire in the paramaters and got it pretty close but its not 100*on the IK :(

Is this really a problem , as in is it worth a redo of the leg?

I have also made a new spine neck and tail with much more control. I still have to work on the foot rolls, spring bones and the facial animations then im ready to skin the character.


12-09-2010, 11:19 PM
I have practically had to re make the entire rig which sucked, but I have learnt tonnes from doing it which is great.

I have ran into a problem though.

I am following a tutorial where I am wiring up the paramaters for the toe bend.
However when i right click my foot control I have slightly different options.


The image below shows the route that I am taking in my version of Max


When I try applying the degToRad it doesn't do anything :(

They are tripple IK legs, but I can't see how that would affect the foot control

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12-09-2010, 11:19 PM
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