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Finishing the Rig

Download of File: docs.google.com/open?id=0BzKP67qf9rMIazBLaUxqcWRSRW15eV8x...

 

For this image, I have manage to finish the rigging process as I made several joints for the entire body. I also added controllers for the entire mesh on the ground, around both feet for the rotation of the ankle and the entire leg, rotation for the hips, rotation and spine movement for the upper body, 3 specfic Spine movements on the back, 2 neck joints rotations, shoulder controllers, pivot axis controllers for the elbows, and hand controllers for the rotation of the wrists and arm positioning, along with driven keys for the clenching andmovent of the fingers within the hand controller attributes.

 

From the last upload I had a few problems with one of the arms and feet, but I have certainly fixed them up with a some relative ease, by mirroring the arm correctly as I accidently did not make the local rotations axis mirrored, hencewhy it was reversed from the other hand. As for the feet, I ordered the Heel-Toe-Ball-Ankle joints completely wrong, leading to disconnected constrants that was messing around with the mess and foot movement, I so simply remade the feet controls. The problem I had with the feet involved me not tempting the problem to arise again by not doing the more complex foot movement, but not only for just that, I felt my animation did not not that much foot complexity, although I did do the complexity for the hands as I believe a lot of hand movement is needed for any animation, plus I wanted to at least try some complex rigging.

 

After all the work was finished I cleaned up the rigging process with freezing any unnesessary movements of the controllers and arranged the hypergraph, with controllers on the left side fingers within the middle to move then in the animation if I wanted single finger movement in the animation and all unimportant items to the right, ready for the animation process.

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Uploaded on March 29, 2012
Taken on March 29, 2012