Sunday 15 November 2009

Rigging trial and error

As I wanted to produce decent character animation I needed a decent rig to allow the model to move to my needs. I found it frustrating that to translate my characters to animatable puppets, I would have to undergo the time consuming rigging process even though it is not rigging that I want to specialise in.

I tried to find tutorials that would allow me to rig fast but still retain the movement I required. I followed this "5 Minute leg rig". I found it fast to set up, but not with the automation I'm looking for. There is no foot roll, or any other functions which would make animation easier.



With the arms, the problem was not with the functionality, but with the time it was taking me to do just the one. I was following this multi-part video tutorial. It would have allowed for lots of movement with the animation but for the time it was taking, it wouldn't have allowed for much animation at all before the deadline.



So I decided to look for other methods. From importing a rig I'd made in a previous project and tweaking it to my new characters, to downloading somebody else's rig, to using a script to generate one for me. Looking back at the rig I'd made in a previous project, it was fairly basic and some of the movements were a bit odd. I was also unsure of how that rig or other rigs could be changed to fit my characters while still keeping their functionality.

In the end I stumbled upon a script that would, from a basic half-skeleton of joints, rig a character for you with all the necessary controls and high functionality. I tried it out on Pete and found the atomisation just what I was looking for. The arms and legs both have pole vectors plus all the easy to find controllers you would expect in a good rig. You can tailor the script to meet your needs, selecting and rigging a body part on onside of the character will automatically copy over to the other side. This is an amazing time-saving tool.



His foot controller has a foot roll (called heel peel), toe tap, ankle pivot, toe pivot and ball swivel.




All his finger joints have controllers in the channel box and driven keys for spread and cupping objects.

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