The Boy (Sam)
The Girl (Ellie)
Monster 1 (Grumbles)
Monster 2 (Waddles) unfinished
Sam and Ellie's rigs are almost identical, with the exception of Ellie's hair being movable. These were the first rigs I created, and while they took a big effort and a long time at the start of the year, they are my simplest most straight-forward rigs.
They use a typical joint set-up, and have fully rigged faces. The animator is able to pose them using nurbs curves controllers, and the faces have the option of a "control panel", and additional interface I have created to make facial-animation more straight forward.
Sam/Ellie
- Foot ctrl with foot roll
- IK legs with knee aim control
- hip control (with additional attributes)
- Center of Gravity Control
- Spine controls
- Chest Control
- Shoulder controls
- IK arms with elbow aim control
- hand control (with "fist" and "spread" attributes)
- individual finger controls
- Neck control
- head control
- move-able jaw
- rigged mouth
- rigged eyebrows
- moveable eyes
- closseable eyelids
- Facial Control Pad
A feature I am particularly happy with on these rigs in their spine- it is a typical FK spine, but one of the controls gives the animator a few attributes which make moving the spine quick and easy.
Monster 1 (Grumbles)
Monster 1 has been rigged several times as my skills have progressed, below is a demonstration of his final set-up.
Grumbles
- Foot controls
- Toe controls
- IK leg controls with aim knee control
- hip control
- COG control
- spine controls
- FK arm controls with elbow aim control
- "flex" controls
- hand controls
- "forearm twist" expression.
- finger controls
- neck ctrl
- head ctrl
- fully rigged face
- eyebrow controls
- moving eyes
- closing eyelids
- moving jaw
- mouth controls
After struggling for a while I got an IK set-up working, but in order to have the arm move correctly, it had to be animated using 1 particular procedure- start at the top of the arm and work down. This was because unlike a typical arm, I was using 2 IK handles, basically treating the additional section as an extra shoulder. Although it worked, I was unhappy with its "animator-friendliness", so I ditched the idea and set up FK arms- which actually gave way to much easier animation.
Another point of note on his arms is his bicep muscles. I had initially resigned to the fact I would have no time to learn how to create realistic muscle deformations, learning Maya Muscle etc, but after a brainstorm I decided to try something out.
I added an extra joint in the middle of his bicep (on it's own, not part of a chain) and make it influence the top of his bicep. After adding a control to this joint, the animator was able to pull the bicep upwards, creating a "bulge". When I was happy with how this worked, I then linked this control to the elbow, so that when his elbow bent in, the bulge would move out, creating a flexing muscle. I am very happy with the results!
The rest of his body is pretty typical. Rather than using a foot-roll, his feet have an additional control for positioning the toes- just something I wanted to try out, and it worked fine.
Below is a video of myself painting his skin weights.
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