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Week9 Rigging Finished P4 Maya File ( http://dl.dropbox.com/u/63736087/Character%20Modeling%20-%20Samuel%20Porter%2011011079.rar )

During the past week I have set up arm controllers for my model which makes it easier to animate the models arm position. Within the arm controller I have also added a number of attributes to help during the animating process, some of these attributes are "finger close" , an IK / FK switch to give the user a variety of controls and a "thumb close". I have also added and constrained some control curves to the shoulders and neck to make easily selectable. Finally to finish off the rigging process I renamed anything that I had forgotten about and placed all of the curves, objects etc... Into their hierarchy’s just to tidy up the scene, I then created some new layers to hide certain things when needed and to give the left, right and centre controller’s different colour schemes. I then applied a simple "smooth binding" for the mesh to test the rig and will later improve this with the "interactive binding" tool.

 

Evaluation:

How the Rigging stage went

Overall I feel that the rigging stage was very useful as I learned a large number of new tricks and techniques from it. The rig that I have created is of a high standard as I have included every extra / bonus attribute and/or command. But doing this came with a price as the more I added to the rig the more errors I found, this was mainly due to me unknowingly pressing the "Delete all By Type History" button rather than the "Delete by Type History" which I only figured out and realised last week. Before then I simply kept fixing all of the errors that I found by redoing the section from the guide. This was very time consuming but due to constantly repeating certain areas I now know a lot more about how the program works. Now that I have finished with the rig I will start by correctly skinning the mesh and then animating whilst solving any missed errors as I go.

 

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